I really have a soft spot for these bog standard monsters. Goblins, gnolls, ogres, I love them all. You know what you’re getting with an ogre, a big bruiser.
The standard ogre weighs in at CR 2, and this is where our problems start: by the DMG math, it should only be CR 1. Sigh. This is one of the roots of the problems folks have with 5e encounter building: monsters don’t hit as hard as they should. The other problem is a common failure to adhere to the adventuring day of multiple encounters between long rests, as expressed by PCs going nova on one or two encounters and then wanting to rest and get all their powers back. The DM compensates by throwing Deadly encounters at them that require nova tactics, and a feedback loop is established.
But back to our ogre: for a CR 1 ogre, you could use the ogre as is, or you could use the half-ogre stat block and reskin it lightly, or you could use the lesser ogre below. It has one less hit die and it’s strength is dropped a notch, for a lower to-hit modifier and slightly less damage.
There are lots of fun ogre variants in the various books. I love the carrion ogre from Dungeon of the Mad Mage, an ogre with the head of a carrion crawler. The other variants from Mordenkainen’s Tome of Multiversal Monsters are great too, each one introducing a neat trick attack. Kobold Press has some great ones too, like the tusked crimson ogre. Surprised the hell out of my group in the Scarlet Citadel, it did!

The greater ogre is an armored bruiser, the heavy infantry of the evil horde. It has cheap splint armor to compensate for its crummy Dexterity score, and it use a glaive to smash its enemies. The budget of the evil army is limited so it lost its javelins, but it hits harder with a thrown boulder anyway. It also picked up the Brute trait. I considered giving it multiattack, but I wasn’t thrilled with the way it was the same CR whether it did 15 average damage or 30. Brute splits the difference nicely. I didn’t change its hit points because I like my monsters to hit hard and die when they die.
And once again, look at how cool these Citadel AD&D ogres were. Chasing rare imported lead would be an expensive path to go down, so I’m turning away (for now).
Ogre, Lesser
Large giant, chaotic evil
Armor Class 11 (hide armor)
Hit Points 51 (6d10 + 18)
Speed 40 ft.
STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 1 (200 XP)
Actions
Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 3) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 3) piercing damage.
Ogre, Greater
Large giant, chaotic evil
Armor Class 17 (splint armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP)
Brute. A melee weapon deals one extra die of its damage when the ogre hits with it (included in the attack).
Actions
Glaive. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.