Greog — Broken Slave of the Mi-Go

A hulking greog with insectile armour, a swollen exposed brain and massive labour-built limbs.

A surgically altered labour-creature built for strength, obedience and survival, with fragments of a stolen mind still trapped inside.

The greog is a manufactured slave made by the Mi-Go. Its body begins with the stock of the og, a strong insectile humanoid, but its masters replace and alter tissue, reinforce joints, reshape the skull and install a treated humanoid brain. The result is stronger than the mind that inhabits it and more obedient than the body it came from.

At a Glance

IdentityArtificial Mi-Go slave race created through surgery, alchemy and forced biological alteration.
Size & typeLarge Aberration in fifth edition; Medium Aberration in the legacy PF1e and 3.5e versions.
TemperamentConditioned obedience mixed with violence, confusion and damaged flashes of former identity.
Combat roleGrappling brute, labour-enforcer and confined-space blocker.
Signature traitPowerful frame and exceptional resistance to forced movement.
WeaknessIts rebuilt mind is unusually susceptible to control and emotional disruption.
HabitatMi-Go mines, laboratories, holding pits, fungal caverns and hidden industrial sites.
CR by edition5.5e: 6 · 5e: 6 · PF1e: 4 · 3.5e: 4.

Run It Tonight

A greog is best placed somewhere narrow enough for its strength to matter: a mine gallery, loading chamber, cell block or surgical corridor. Let it seize one creature and use its mass to prevent the rest of the party from passing. Its masters designed it to stop resistance, not to duel elegantly.

Rules by Edition







Greog

Large Aberration, typically Neutral Evil

AC 15; Initiative +0 (10)
HP 114 (12d10 + 48)
Speed 30 ft.

STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
6 (−2)
WIS
11 (+0)
CHA
7 (−2)

Saving Throws Str +8, Con +7
Skills Athletics +8, Perception +3
Resistances Poison
Immunities Frightened
Senses Darkvision 60 ft.; Passive Perception 13
Languages understands Deep Speech and Undercommon but can’t speak
CR 6 (2,300 XP); PB +3

Traits

Brutal Frame. The greog counts as one size larger when determining what it can carry, push, drag or lift.

Engineered Endurance. The greog has Advantage on saving throws against Exhaustion and against effects that would reduce its Speed or forcibly move it.

Residual Mind. When a creature within 30 feet addresses the greog by name, invokes a memory it recognises or offers it mercy, the greog must succeed on a DC 13 Wisdom saving throw or lose its Reaction until the start of its next turn. Once this happens, it is immune to Residual Mind until the end of its next turn.

Actions

Multiattack. The greog makes two attacks, using Slam or Hook in any combination.

Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage.

Hook. Melee Attack Roll: +8, reach 10 ft. Hit: 12 (2d6 + 5) Piercing damage, and a Large or smaller target must succeed on a DC 16 Strength saving throw or be Grappled (escape DC 16).

Dragging Chain. Melee Attack Roll: +8, reach 15 ft. Hit: 11 (2d4 + 6) Slashing damage, and the target must succeed on a DC 16 Strength saving throw or be pulled up to 10 feet toward the greog.

Crushing Restraint. One creature Grappled by the greog takes 18 (3d8 + 5) Bludgeoning damage.

Reaction

Punish Resistance. When a creature fails an attempt to escape the greog’s Grapple, the greog makes one Slam attack against it.

Greog

Large aberration, neutral evil

Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft.

STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
6 (−2)
WIS
11 (+0)
CHA
7 (−2)

Saving Throws Str +8, Con +7
Skills Athletics +8, Perception +3
Damage Resistances poison
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 13
Languages understands Deep Speech and Undercommon but can’t speak
Challenge 6 (2,300 XP)

Traits

Brutal Frame. The greog counts as one size larger for carrying, pushing, dragging and lifting.

Engineered Endurance. The greog has advantage on saving throws against exhaustion and effects that reduce its speed or move it against its will.

Residual Mind. A recognised name, memory or offer of mercy can force a DC 13 Wisdom saving throw; on a failure, the greog cannot take reactions until the start of its next turn.

Actions

Multiattack. The greog makes two attacks with Slam or Hook.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Hook. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and a Large or smaller target is grappled (escape DC 16).

Dragging Chain. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d4 + 6) slashing damage, and the target must succeed on a DC 16 Strength saving throw or be pulled up to 10 feet toward the greog.

Greog CR 4

A greog with a swollen exposed brain and pincer-like claws.

XP 1,200
LE Medium aberration
Init +1; Senses darkvision 60 ft.; Perception +11

Defense

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 45 (6d8+18); fast healing 1
Fort +7, Ref +3, Will +0
Immune cold, fear; Vulnerable weak-willed

Offense

Speed 30 ft.
Melee 2 claws +7 (1d6+3) or Large greatclub +7 (2d8+4)
Special Attacks rend (2 claws, 1d6+4)

Statistics

Str 17, Dex 13, Con 16, Int 9, Wis 6, Cha 6
Base Atk +4; CMB +7 (+9 bull rush); CMD 18 (20 vs. bull rush)
Feats Great Fortitude, Improved Bull Rush, Power Attack
Skills Craft (any two) +5, Perception +11; Racial Modifiers +4 Perception

Special Abilities

Powerful Frame (Ex). A greog counts as one size category larger for lifting, carrying and wielding weapons.

Weak-Willed (Ex). A greog has no good saving throws and is treated as a humanoid for enchantment spells and effects.

Ecology

Environment any land or underground
Organization solitary, pair, patrol (3–6), honour guard (4–8 plus Mi-Go), or mob (12–36)
Treasure incidental

Og

The wild og is the unmodified stock from which the Mi-Go create greogs. Use the PF1e greog with the monstrous humanoid type, remove Weak-Willed, set Intelligence 4, Wisdom 13 and Charisma 6, and use CR 5. Ogs form small predatory clans and do not share the greog’s engineered dependence on Mi-Go control.

Greog

Medium Aberration

Hit Dice 6d8+18 (45 hp)
Initiative +1
Speed 30 ft. (6 squares)
Armor Class 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple +4/+7
Attack claw +7 melee (1d6+3) or Large greatclub +7 melee (2d8+4)
Full Attack 2 claws +7 melee (1d6+3)
Special Attacks rend 1d6+4
Special Qualities cold immunity, darkvision 60 ft., fast healing 1, powerful frame, weak-willed
Saves Fort +7, Ref +3, Will +0
Abilities Str 17, Dex 13, Con 16, Int 9, Wis 6, Cha 6
Skills Craft (any two) +5, Listen +5, Spot +5
Feats Great Fortitude, Improved Bull Rush, Power Attack
Environment any land or underground
Organization solitary, pair, patrol, honour guard or mob
Challenge Rating 4
Treasure incidental
Alignment usually lawful evil

Powerful Frame (Ex)

The greog is treated as one size category larger whenever that is advantageous for lifting, carrying and determining what weapons it can use.

Weak-Willed (Ex)

The greog uses poor save progressions for all three saving throws and counts as a humanoid for enchantment effects.

How Greogs Are Made

The Mi-Go create greogs from og stock by replacing and conditioning the brain, altering embryonic development and reinforcing the body for labour. The swollen brain is not simply exposed tissue; a tough living membrane protects it. The horror is not anatomical fragility but the possibility that the implanted mind still retains scraps of memory.

Greog eggs do not reliably produce greogs without Mi-Go intervention. Untreated offspring revert toward og stock. This dependence allows the Mi-Go to transport altered embryos between distant sites without creating a self-sustaining slave population they cannot control.

Behaviour

Greogs follow orders literally and repeat familiar tasks with disturbing persistence. They haul stone, work forges, move specimens, restrain captives and stand guard for hours without complaint. Violence is another assigned task: once commanded to stop someone, the creature uses the same relentless strength it would use to drag a wagon or lift a block of stone.

Fragments of the implanted mind sometimes intrude. A word, tool, melody or face can cause hesitation. Such moments are brief and painful rather than liberating. A greog rarely understands why it has stopped moving, only that something inside its altered brain recognised the world before the Mi-Go did.

Signs Before Initiative

  • Enormous loads have been moved through passages too narrow for carts.
  • Restraint chains show wear from constant use but no ordinary guard posts are nearby.
  • Work tools have handles and grips made for oversized, clawed hands.
  • Blood, surgical preservative and fungal resin collect around a labour area.
  • A hulking guard reacts to a personal name that should mean nothing to it.
  • Discarded skull braces and membrane fragments show that more than one greog has been made nearby.

If Violence Starts

The greog closes, grabs and holds. It does not waste movement chasing the fastest target if it can block a doorway and force enemies to come through its reach. Mi-Go overseers exploit this by placing greogs where one body can turn a corridor into a trap.

A lone greog without a master is less predictable. It may repeat an obsolete command, defend a ruined worksite or attack anything associated with past punishment. A residual memory can interrupt that pattern, but rarely for long.

Counterplay

Space and mobility are the safest answers. A greog dominates narrow ground but has little ranged threat of its own. Effects that move it are less reliable than normal because of its reinforced body, while enchantment and mental control exploit weaknesses deliberately built into its mind.

Characters who learn something about the implanted donor may also find a nonmagical opening. A true name, remembered object or recognisable voice can create the instant of hesitation needed to escape a grapple or interrupt a guard routine.

Worksites and Treasure

Greogs rarely own valuables. Their tools belong to the installation that owns them: restraint chains, hauling hooks, reinforced cleavers, mineral loads, alchemical preservatives and alien surgical instruments. A greog encountered with expensive equipment is usually evidence that a larger Mi-Go operation is close.

Using a Greog in an Encounter

The guard that knows your name. A greog freezes when one adventurer speaks, then tries to repeat a childhood nickname it should never have heard.

The abandoned shift. A ruined mine is empty except for one greog still moving stone from one pile to another years after its masters vanished.

The embryo shipment. A sealed Mi-Go container holds dormant altered eggs intended to create a labour force at a new outpost.

The donor. Someone searching for a missing relative discovers that the body is dead but portions of the mind may still exist inside a greog.

Related Creatures

The greog is inseparable from the Mi-Go that manufacture it. Browse the Aberration Bestiary for other creatures shaped by alien biology, or return to the World Bestiary.

Source and Attribution

The legacy PF1e Greog originated with the Creature Codex. This entry retains that creature concept while reorganising it into the site’s four-edition monster format.

Rules Sources and Licensing

The PF1e block preserves the legacy third-party mechanics already associated with this page. The 5.5e/2024, 5e/2014 and D&D 3.5e presentations are compatibility adaptations created for this entry and are not official Greog statistics.

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