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Illustration from "Stories the Iroquois Tell Their Children" by Mabel Powers
|Originally Posted by Shade
of the En World forums.
On this Thread
Jogah are small spirit-folk they represent aspects of nature, and are split into various groups based on their relation to the world: the Gahonga are the jogah of rocks and rivers, the Gandayah make the Earth fertile and the Odhows control the spirits of the underworld, preventing them from rising to the surface of the Earth.
|Hit Dice||8d6+32 (60 hp)|
|Speed||20 ft. (4 squares)|
|Armor Class||17 (+1 size, +2 Dexterity, +4 natural), touch 13, flat-footed 17|
|Attack||Dagger +13 melee (1d3+8/19-20) or spear +13 melee (1d6+12/x3) or unarmed strike +13 melee (1d8+8) or rock +7 ranged (2d8+12)|
|Full Attack||Dagger +13 melee (1d3+8/19-20) or spear +13 melee (1d6+12/x3) or unarmed strike +13 melee (1d8+8) or rock +7 ranged (2d8+12)|
|Space/Reach||5 ft./5 ft.|
|Special Attacks||Pugilist, rock throwing, spell-like abilities|
|Special Qualities||Damage reduction 5/cold iron, fish command, flying canoe, Low-Light Vision, potion master, rock catching, Spell Resistance 25, uncanny dodge, wild empathy|
|Saves||Fort +6, Ref +8, Will +7|
|Abilities||Strength 27, Dexterity 15, Constitution 19, Intelligence 12, Wisdom 12, Charisma 11|
|Skills||Climb +19, Diplomacy +13, Handle Animal +11, Jump +2, Knowledge (nature) +12, Listen +5, Ride (Dexterity)+4, Sense Motive +12, Spot +5, Survival +12 (+14 in abovegroud natural environments), Swim +19|
|Feats||Improved Grapple, Improved Unarmed Strike (B), Point Blank Shot, Power Attack|
|Environment||Temperate hills or forests (near water)|
|Organization||Solitary, pair, or tribe (3-18)|
|Treasure||No coins, half goods, triple items (mostly potions)|
|Alignment||Always chaotic good|
|Advancement||9-16 HD (Small)|
This small, elven man has pale yellow skin. he wears is bedecked in leather leggings, breechclout and a cape.
Jogah are small spirit-folk representing aspects of nature. They are split into various groups based on their relation to the world. The ga-hon-ga are the guardians of the stream, living in rock caves near rivers.
Ga-hon-ga are strong and playful, able to easily uproot trees or toss massive rocks into rivers, lifting waters when floods threaten. Ga-hon-ga occasionally visit humanoids in their dreams, inviting them to the ga-hon-ga caves for games and feats of strength. One such activity, a form of ball game played with rocks, has resulted in the ga-hon-ga's nickname of “stone throwers.”
Ga-hon-ga are also guardians of fish, guiding them to food and safety, providing shelter in their deep-water caves, or rescuing them from fisherman who hunt for sport rather than sustenance. Gahon-ga occasionally free fish caught in traps for similar reasons. With their ability to control weather, ga-hon-ga punish abuse or negligence of nature with famine.
In times of drought, locals often seek out signs of the ga-hon-ga, little cup-shaped hollows in the mud at the edges of streams. If carefully scooped up and dried on a fragment of bark in the sun and placed in longhouses, these “dew cup charms” may attract another variety of jogah, the gan-da-yah.
Most ga-hon-ga encountered are males. Females and young rarely venture out of their homes in the rock-caves. Females wear knee-length skirts, adding a large skin cloak in bad weather.
A ga-hon-ga stands 3 feet tall and weighs 50 pounds.
Ga-hon-ga speak Sylvan and Common.
Ga-hon-ga enjoy battle, viewing it as a great test of strength. They prefer to hurl rocks until foes come within range, then dive into melee with great relish, showcasing their formidable strength and wrestling proficiency.
Fish Command (Su): Three times per day, a ga-hon-ga may charm up to 14 HD of aquatic animals (Will DC 14 negates, animals get a +5 bonus if currently under attack by the ga-hon-ga or its allies), no two of which can be more than 30 feet apart. The ga-hon-ga can communicate with the animals as if using a speak with animals spell. Animals making their saving throw are free of control, but they will not approach within 10 feet of the ga-hon-ga. The save DC is Charisma-based.
Flying Canoe (Sp): Once per day, a ga-hon-ga can magically enhance a canoe with the ability to Fly. Such a canoe has a Fly speed of 40 ft. (average) and a carrying capacity of up to 800 pounds. It may carry up to double this capacity, but doing so reduces its speed to 30 feet. Although it has average maneuverability, the canoe can still Hover. When using this ability for long-distance movement, the ga-hon-ga can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet). This flight is a function of the ga-hon-ga, not the canoe, and requires a paddle as a focus. Should the ga-hon-ga exit the canoe, or lose its paddle, it immediately loses its magical flight. This is the equivalent of a 5th-level spell (caster level 8th), and has a duration of 8 hours.
Potion Master (Ex): A ga-hon-ga can create any potion as though it had the Brew Potion feat and prerequisite spells or other requirements.
Pugilist (Ex): A ga-hon-ga is treated as a monk of a level equal to its Hit Dice (8th-level for a typical ga-hon-ga) for purposes of unarmed strike damage and meeting the prerequisites for feats and magic items (such as a monk's belt).
Rock Catching (Ex): A ga-hon-ga can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a ga-hon-ga that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The ga-hon-ga must be ready for and aware of the attack in order to make a rock catching attempt. A ga-hon-ga gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.
Rock Throwing (Ex): The range increment is 180 feet for a ga-hon-ga's thrown rocks. It uses both hands when throwing a rock.
Spell-Like Abilities: At will- Speak with animals (aquatic only);
Caster level 12th. The save DCs are Charisma-based.
Uncanny Dodge (Ex): A jogah can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC even when caught flat-footed.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the ga-hon-ga has a +6 racial bonus on the check.
Originally appeared in Dragon Magazine #61 (1982).
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