Ohdowa: The Subterranean Snake-Wardens
“Meet the scaly, sadistic cave-dwellers who raise snakes and ambush their prey in the shadows—Ohdowas, the subterranean terror!”
Ohdowas are small, scaly humanoids with a reptilian demeanor. Standing only 2 to 2.5 feet tall and weighing between 35 to 45 pounds, their skin comes in dark rusty brown or nearly black hues. Their glowing red eyes shine menacingly in the dark, and they possess a nonprehensile tail. Typically, they dress in tattered clothing, favoring shades of red and orange to complement their sinister aura. Their voices are harsh and yapping, resembling a barking dog, adding to their unsettling nature.
Behavior
Ohdowas are cowardly yet sadistic creatures, thriving on overwhelming odds or ambushes to exert control over their victims. They are highly organized in their raids and attacks, adhering to a structured hierarchy within their communities. Despite their cowardice, they display outright aggression toward Gnomes, attacking them on sight with particular venom. Their sadistic tendencies are reflected in their fondness for creating intricate traps and tormenting their prey.
Habitat
These creatures are native to warm forests and underground caverns, where they establish their lairs. Ohdowas are adept at mining and tunnel creation, often living in snake-filled subterranean environments. Their homes are riddled with traps and hidden paths, making them challenging to infiltrate.
Modus Operandi
Ohdowas are tactical opportunists who prefer to attack when they outnumber their opponents at least two to one. They excel in ambushes, often striking near trapped areas that they’ve meticulously set up. In combat, they start by pelting their foes with sling bullets to weaken them before closing in with melee weapons like spears. However, if the tide turns against them, they quickly flee, valuing self-preservation over valor.
Motivation
Their primary drive is survival and domination within their niche environment. Ohdowas are motivated by a deep-seated need to control and exploit resources, including the snakes they raise as both companions and weapons. Their hatred for Gnomes stems from ancient rivalries or territorial conflicts, which fuels their aggression toward these humanoids. Additionally, they take pride in their craftsmanship, often creating elaborate traps and fortifications as a reflection of their cunning and creativity.
These cunning and malicious creatures pose a unique threat in their ability to combine intellect, cruelty, and an affinity for their dangerous reptilian allies, making them formidable foes in their underground realms.
Ohdowa Warrior 5e
Elite Ohdowa Warrior 5e
Ohdowa Serpentcaller 5e
Ohdowa Blightfang 5e
Ohdowa Trapsmith 5e
Ohdowa Chief 5e
Ohdowa Pathfinder
Elite Ohdowa Warrior
Small humanoid (reptilian), lawful evil
Armor Class: 16 (leather armor, shield)
Hit Points: 22 (4d6 + 8)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 14 (+2) | 10 (+0) | 12 (+1) | 8 (-1) |
Saving Throws: Dex +4, Con +4
Skills: Athletics +3, Stealth +4, Perception +3, Survival +3
Senses: Darkvision 60 ft., Passive Perception 13
Languages: Draconic
Challenge: 1 (200 XP)
Traits
- Pack Tactics. The Ohdowa Warrior has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
- Darkvision. The Ohdowa Warrior can see in darkness as if it were dim light, but only in shades of gray.
- Light Sensitivity. The Ohdowa Warrior has disadvantage on attack rolls and Perception checks that rely on sight when in direct sunlight or within the area of a daylight spell.
Actions
- Multiattack. The Ohdowa Warrior makes two melee attacks.
- War Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage. - Tomahawk (Thrown). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target.
Hit: 5 (1d6 + 2) slashing damage. - Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Reactions
- Counter Maneuver (Recharge 5-6). When a melee attack against the Ohdowa Warrior misses, it can use its reaction to make a War Club attack against the attacker.
Tactics
- Ambush Predators: Ohdowa Warriors prefer ambushes, attacking from concealed positions with thrown tomahawks or javelins before charging in.
- Hit-and-Run Strikes: They use terrain to their advantage, retreating into cover after attacks to lure enemies into traps or chokepoints.
- Tight Formation Defense: When forced into prolonged combat, they form shield walls and work together to maximize the effect of Pack Tactics.
Appearance and Equipment
The Ohdowa Warrior wears a fitted leather cuirass adorned with reptilian scales, dyed in red and orange hues with tribal patterns reminiscent of Iroquois designs. Their shields are small but reinforced with bone, and they carry a mixture of war clubs, tomahawks, and javelins, crafted with stone and bone tips. Their bodies are slender and muscular, their dark, scaly skin camouflaged with streaks of ochre and ash.
Environment
Ohdowa Warriors dwell in subterranean tunnels or deep forest clearings, where they construct fortified tribal camps. Their homes are surrounded by traps, snares, and barriers, ensuring an advantageous battleground should intruders find them.
Ohdowa
The ohdowas are short, scaly humanoids who inhabit caverns and other subterranean areas. They raise snakes and the like, which they have complete control over.
Ohdowas are short, reptilian humanoids with cowardly and sadistic tendencies.
A Ohdowa’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Ohdowas wear ragged clothing, favoring red and orange. A Ohdowa is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Ohdowas speak Draconic with a voice that sounds like that of a yapping dog.
Ohdowa | |
Ohdowa, 1st-Level Warrior | |
Small Humanoid (Reptilian) | |
Hit Dice | 1d8 (4 hp) |
Initiative | +1 |
Speed | 30 ft. (6 squares) |
Armor Class | 15 (+1 size, +1 Dexterity, +1 natural, +2 leather), touch 12, flat-footed 14 |
Base Attack/Grapple | +1/-4 |
Attack | Spear +1 melee (1d6-1/x3) or sling +3 ranged (1d3) |
Full Attack | Spear +1 melee (1d6-1/x3) or sling +3 ranged (1d3) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | – |
Special Qualities | Darkvision 60 ft., light sensitivity |
Saves | Fort +2, Ref +1, Will -1 |
Abilities | Strength 9, Dexterity 13, Constitution 10, Intelligence 10, Wisdom 9, Charisma 8 |
Skills | Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2 |
Feats | Alertness |
Environment | Warm forests and Underground |
Organization | Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 plus 2-4 Monitor Lizards), tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 5-8 Snake Constrictors |
Challenge Rating | 1/4 |
Treasure | Standard |
Alignment | Usually lawful evil |
Advancement | By character class |
Level Adjustment | +0 |
COMBAT
Ohdowas like to attack with overwhelming odds-at least two to one-or trickery; should the odds fall below this threshold, they usually flee. However, they attack Gnomes on sight if their numbers are equal.
They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, Ohdowas set up ambushes near trapped areas.
Light Sensitivity (Ex): Ohdowas are dazzled in bright sunlight or within the radius of a daylight spell.
Skills: Ohdowas have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
The Ohdowa warrior presented here had the following ability scores before racial adjustments:
Strength 13, Dexterity 11, Constitution 12, Intelligence 10, Wisdom 9, Charisma 8.
Challenge Rating: Ohdowas with levels in NPC classes have a CR equal to their character level -3.
Ohdowa Characters
Ohdowa characters possess the following racial traits.
- -4 Strength, +2 Dexterity, -2 Constitution.
- Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
- A Ohdowa’s base land speed is 30 feet.
- Darkvision out to 60 feet.
- Racial Skills: A Ohdowa character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
- Racial Feats: A Ohdowa character gains feats according to its character class.
- +1 natural armor bonus.
- Special Qualities (see above): Light sensitivity.
- Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
- Favored Class: sorcerer.
- Level adjustment +0.
Ohdowa Serpentcaller
Small humanoid (reptilian), lawful evil
Armor Class: 13 (natural armor)
Hit Points: 36 (8d6 + 8)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 12 (+1) | 11 (+0) | 14 (+2) | 13 (+1) |
Saving Throws: Wis +4, Cha +3
Skills: Animal Handling +4, Perception +4, Stealth +4
Damage Resistances: Poison
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Draconic
Challenge: 2 (450 XP)
Traits
- Serpent Empathy. The Serpentcaller can telepathically communicate with snakes within 60 feet. It can command snakes as a bonus action, provided they can hear it.
- Darkvision. The Serpentcaller can see in darkness as if it were dim light, but only in shades of gray.
- Light Sensitivity. The Serpentcaller has disadvantage on attack rolls and Perception checks that rely on sight when in direct sunlight or within the area of a daylight spell.
Spellcasting
The Serpentcaller is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:
- Cantrips (at will): Druidcraft, Poison Spray, Thorn Whip
- 1st Level (4 slots): Entangle, Animal Friendship (snakes only)
- 2nd Level (3 slots): Hold Person, Spike Growth
Actions
- Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6 – 1) bludgeoning damage, or 4 (1d8 – 1) bludgeoning damage if wielded with two hands. - Call Serpents (Recharge 5–6). The Serpentcaller summons 1d4 giant poisonous snakes or 2d6 swarms of poisonous snakes to unoccupied spaces within 30 feet. The snakes remain for 1 hour, until the Serpentcaller is incapacitated, or until they are slain.
- Venomous Hex. The Serpentcaller targets one creature it can see within 30 feet. The target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn.
Reactions
- Protective Coils. When a creature the Serpentcaller can see targets it with an attack, a friendly snake within 5 feet can use its reaction to impose disadvantage on the attack roll.
Tactics
- Terrain Control: The Serpentcaller opens combat with Entangle or Spike Growth, controlling the battlefield to trap or slow foes.
- Summoned Allies: Early in the fight, the Serpentcaller uses Call Serpents to overwhelm enemies with additional threats.
- Venom and Paralysis: It alternates between Venomous Hex to poison and weaken targets and Hold Person to paralyze high-priority enemies.
- Defensive Strategy: The Serpentcaller stays behind its summoned snakes or allies, avoiding direct combat unless cornered.
Appearance and Equipment
The Ohdowa Serpentcaller wears ceremonial robes made from reptile skins and dyed fabrics resembling Iroquois designs, featuring red, black, and ochre geometric patterns. A headdress of feathers and snake fangs adorns its scaled head, emphasizing its spiritual connection to serpents. It wields a wooden quarterstaff carved with symbols of snakes and growth, often trailing faint green magic.
Environment
Serpentcallers inhabit dense forests, swampy marshes, or cavernous sanctuaries where snakes thrive. They serve as spiritual leaders in Ohdowa tribes, revered for their mystical connection to serpents and their ability to command these creatures in battle.
Ohdowa Blightfang
Small humanoid (reptilian), lawful evil
Armor Class: 15 (leather armor, shield)
Hit Points: 55 (10d6 + 20)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 14 (+2) | 12 (+1) | 12 (+1) | 10 (+0) |
Saving Throws: Dex +5, Con +4
Skills: Stealth +5, Perception +3, Survival +3
Damage Resistances: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., Passive Perception 13
Languages: Draconic
Challenge: 3 (700 XP)
Traits
- Venomous Presence. Creatures within 5 feet of the Blightfang have disadvantage on saving throws against poison effects.
- Light Sensitivity. The Blightfang has disadvantage on attack rolls and Perception checks that rely on sight when in direct sunlight or within the radius of a daylight spell.
- Pack Tactics. The Blightfang has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
- Multiattack. The Blightfang makes two attacks: one with its war club and one with its poisoned tomahawk.
- War Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage. - Poisoned Tomahawk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or take 9 (2d8) poison damage and be poisoned for 1 minute. The target can repeat the saving throw at the end of its turns, ending the condition on a success. - Blight Breath (Recharge 5–6). The Blightfang exhales a 15-foot cone of poisonous mist. Each creature in the area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Reactions
- Deflective Shield. When an attacker the Blightfang can see targets it with a melee attack, it can raise its shield, adding +2 to its AC against that attack.
Tactics
- Flanking and Harassment. The Blightfang uses its Pack Tactics and agility to fight alongside its allies, ensuring advantage on its melee strikes.
- Blight Breath First: It begins combat with Blight Breath, softening up enemies and creating chaos in tight quarters.
- Terrain Utilization: The Blightfang uses its shield and agility to hold choke points or evade into cover.
- Target Poison Susceptibility: It prioritizes striking creatures showing weakness to poison, ensuring they stay incapacitated.
Appearance and Equipment
- The Ohdowa Blightfang wears decorated leather armor adorned with scales and tribal patterns, dyed in dark greens and earthy reds.
- It wields a stone war club and a wooden tomahawk, each coated in a slick venom that glistens faintly under dim light. Its shield is small but sturdy, crafted from hide and reinforced with bone.
- Its reptilian body is scaled in deep earthy tones with a faint sheen of green poison across its clawed hands.
Environment
The Ohdowa Blightfang thrives in dark forests and underground tribal lairs, often stationed as an enforcer or champion for its tribe. Its role is to guard leaders and oversee battlefield operations, making it a terrifying presence in battle.
Ohdowa Trapsmith
Small humanoid (reptilian), lawful evil
Armor Class: 15 (leather armor, natural armor)
Hit Points: 27 (5d6 + 10)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 15 (+2) | 14 (+2) | 12 (+1) | 12 (+1) | 8 (-1) |
Saving Throws: Dex +4, Int +3
Skills: Perception +3, Stealth +6, Survival +3, Thieves’ Tools +5, Sleight of Hand +4
Senses: Darkvision 60 ft., Passive Perception 13
Languages: Draconic
Challenge: 1 (200 XP)
Traits
- Pack Tactics. The Trapsmith has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
- Trap Savvy. The Trapsmith has advantage on Intelligence (Investigation) and Dexterity (Thieves’ Tools) checks made to detect or disarm traps.
- Light Sensitivity. The Trapsmith has disadvantage on attack rolls and Perception checks that rely on sight when in direct sunlight or within the radius of a daylight spell.
Actions
Multiattack. The Trapsmith makes two ranged attacks with its sling or deploys one trap.
- Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage. - Deploy Trap. The Trapsmith deploys one of the following traps in a 5-foot square it can see within 10 feet. A creature entering the square triggers the trap. The trap remains active for 1 hour or until triggered.
- Spike Trap: The creature must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) piercing damage and stop moving.
- Noise Trap: The creature triggers a loud, startling sound. All hostile creatures within 30 feet must succeed on a DC 12 Wisdom saving throw or be frightened until the end of their next turn.
- Tangle Trap: The creature is restrained by sticky vines. A restrained creature can use its action to make a DC 12 Strength saving throw, freeing itself on a success.
Reactions
Explosive Trap (Recharge 5-6). When an enemy moves within 10 feet of a location the Trapsmith has prepared, it can trigger an explosive trap. The target must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save or half as much on a success.
Tactics
- Ambush Specialist: The Trapsmith avoids direct confrontation, preferring to soften up enemies with traps and sling shots before retreating. It lures foes into areas filled with pre-set traps, exploiting choke points and terrain.
- Hit-and-Run Combatant: If cornered, the Trapsmith uses its Noise Trap to scatter enemies and retreats to regroup. It may attempt to re-engage only when it has the upper hand.
Environment
Ohdowa Trapsmiths prefer dense forests, abandoned ruins, and winding caverns. They meticulously prepare their territories, filling them with hidden traps and ambush points to fend off invaders.
Ohdowa Warrior
Small humanoid (reptilian), lawful evil
Armor Class: 14 (Natural Armor)
Hit Points: 18 (4d6 + 4)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 10 (+0) | 8 (-1) |
Saving Throws Dex +4, Con +3
Skills Perception +2, Stealth +4, Survival +2
Senses Darkvision 60 ft., Passive Perception 12
Languages Draconic
Challenge 1/2 (100 XP)
Traits
- Pack Tactics. The Ohdowa has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
- Darkvision. The Ohdowa can see in darkness as if it were dim light, but only in shades of gray.
- Light Sensitivity. The Ohdowa has disadvantage on attack rolls and Perception checks that rely on sight when in direct sunlight or within the radius of a daylight spell.
Actions
- Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 2) piercing damage. - Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage. - Defensive Maneuver (Recharge 5-6). When an enemy within 5 feet of the Ohdowa misses it with a melee attack, the Ohdowa can use its reaction to move up to half its speed without provoking opportunity attacks.
Tactics
- Ambush Specialist. Ohdowas are best when fighting from cover or an ambush. They set traps or use environmental features to catch opponents off guard, especially in forest or cave-like settings. They excel at hit-and-run tactics, darting in to strike and retreating into cover.
- Pack Tactics. They prefer to fight in groups, exploiting their Pack Tactics advantage. An Ohdowa in a group will often wait until its allies are in position, working together to overwhelm opponents.
Ohdowa Chief
Small humanoid (reptilian), lawful evil
Armor Class: 16 (natural armor, shield)
Hit Points: 66 (12d6 + 24)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 14 (+2) | 12 (+1) | 14 (+2) | 14 (+2) |
Saving Throws: Dex +4, Wis +4, Cha +4
Skills: Insight +4, Perception +5, Persuasion +4, Survival +4
Damage Resistances: Poison
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Draconic, Common
Challenge: 3 (700 XP)
Traits
- Pack Leader. Allies within 30 feet of the Ohdowa Chief gain advantage on saving throws against being frightened or charmed.
- Command Aura. As a bonus action, the Ohdowa Chief can grant one ally within 30 feet a +1d4 bonus to its next attack roll or saving throw.
- Tactician’s Instinct. The Chief has advantage on Intelligence and Wisdom checks related to assessing battlefield conditions, enemy tactics, or interpreting traps and ambushes.
Actions
Multiattack. The Ohdowa Chief makes two melee attacks with its stone-tipped war club or one ranged attack and a Command action.
- Stone-Tipped War Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 2) bludgeoning damage. - Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit: 5 (1d4 + 2) bludgeoning damage.
Command Allies (Recharge 5–6). The Chief inspires its allies. Up to 3 creatures of the Chief’s choice within 30 feet that can hear it can use their reaction to move up to half their speed and make a single weapon attack.
Reactions
Defensive Tactics (Recharge 5–6). When an enemy within 5 feet of the Chief makes an attack against it, the Chief can command an ally within 30 feet to move up to its speed and impose disadvantage on the attack roll by distracting the attacker.
Tactics
The Ohdowa Chief is a tactical commander who prioritizes positioning and teamwork. It begins combat by taking a defensive position, coordinating its allies to flank or isolate enemies. The Chief will use Command Allies early to ensure its forces gain the upper hand and may retreat to rally reinforcements if necessary.
The Chief uses its Command Aura to bolster morale, countering fear effects or magical charms that could disrupt its ranks. If cornered, it uses Defensive Tactics to escape, calling for reinforcements as it does.
Environment
The Ohdowa Chief often resides in fortified caves or ceremonial huts adorned with tribal carvings and reptilian motifs. Chiefs act as both spiritual and martial leaders, revered by their people for their cunning, charisma, and wisdom in battle.