Jogah (Ohdow): The Subterranean Guardians
“Meet the mysterious subterranean guardians who protect the earth from hidden dangers beneath our feet!”

Appearance: The Jogah, or Ohdows, are mythical “little people” in Iroquois folklore, typically described as knee-high to around 4 feet tall. Their appearance is often elusive, as they are primarily invisible but can be sensed through the eerie sounds of drumming or the presence of distinct marks, such as bare earth rings or “bowls” in stones or mud. When visible, they are depicted as shadowy, small figures with a mysterious, almost ethereal quality, blending seamlessly with their environment.
Behavior: Playful yet protective, the Jogah are known for their love of games and tricks. While their pranks can be mischievous, they can also be dangerous if disrespected. Often, they are linked to supernatural occurrences like drumming without drummers, disembodied lights, or unexpected misfortune. Their behavior can be both mischievous and defensive, particularly when protecting the earth from unwanted spirits or forces.
Habitat: The Ohdows primarily inhabit underground realms, such as caves, subterranean tunnels, or the hidden depths of the earth. They emerge at night to perform their duties, protecting the surface world from malevolent underworld creatures. These creatures, if allowed to escape, could bring disease, chaos, or disruption to the human world. The Ohdows’ territory extends from the deep caverns of the earth to the surface, ensuring that no harmful entities breach the surface.
Modus Operandi: At night, the Ohdows emerge from their underground lairs to hunt down and neutralize any malevolent creatures that have escaped the underworld. Their tactics involve stealth, precision, and sometimes the use of drumming sounds to announce their presence. They are also known to dance during their nightly rituals, an act thought to restore balance and protect the earth. Offerings, such as fingernails left in special “bowls,” are thought to help in their work by signaling respect and aiding in the tracking of the underworld creatures by their scent.
Motivation: The primary motivation of the Ohdows is to protect the earth from the forces of darkness and the underworld, ensuring that no harmful creatures escape to wreak havoc above ground. They guard the earth’s balance and health, preventing the spread of disease and chaos. This role makes them crucial to the spiritual harmony of the world, serving as protectors who uphold natural and cosmic order. Their actions are driven by a deep connection to the earth, the natural world, and the forces that govern life and death.
Jogah (Ohdow) 5e
Jogah (Ohdow) 3.5
Ohdow, Subterranean Guardian

Small fey, neutral
Armor Class: 15 (Natural Armor)
Hit Points: 55 (10d6 + 20)
Speed: 25 ft., burrow 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 14 (+2) | 12 (+1) | 17 (+3) | 10 (+0) |
Saving Throws: Wis +6, Dex +4
Skills: Perception +6, Stealth +4
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Tremorsense 30 ft., Darkvision 60 ft., Passive Perception 16
Languages: Sylvan, Terran, and Common
Challenge: 4 (1,100 XP)
TRAITS
Earth Sense
The Ohdow can sense vibrations through the ground, pinpointing the location of any creature or object in contact with the earth within 30 feet, even if invisible.
Stone Camouflage
The Ohdow has advantage on Dexterity (Stealth) checks made while underground, in rocky terrain, or within structures made of stone.
Guardian of Sacred Earth
The Ohdow is compelled to protect natural and sacred sites. If a creature desecrates or damages such a site, the Ohdow gains advantage on attack rolls against that creature.
Earthen Resolve
When reduced to 0 hit points, the Ohdow crumbles into a pile of stones, entering a dormant state for 1 hour instead of dying. During this time, it is immune to all damage but cannot act unless magically healed or restored.
ACTIONS
Multiattack
The Ohdow makes two melee attacks with its stone tomahawk or stone claws.
Stone Tomahawk (Melee or Ranged Weapon Attack)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
- Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target.
- Hit: 10 (2d6 + 2) bludgeoning damage.
This weapon is an extension of the Ohdow’s body, formed of jagged stone and imbued with spiritual energy.
Stone Claws (Melee Weapon Attack)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
- Hit: 8 (1d8 + 2) slashing damage.
The Ohdow’s hands morph into sharp, jagged stone to strike its enemies.
Earthquake Slam (Recharge 5-6)
The Ohdow slams the ground, causing a minor tremor in a 15-foot radius. All creatures in the area must make a DC 14 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone. The ground becomes difficult terrain for 1 minute.
REACTIONS
Stoneform Shield
When the Ohdow is hit by an attack, it can use its reaction to harden its body, reducing the damage by 10 (1d10 + 2).
LEGENDARY ACTIONS
The Ohdow can take 1 legendary action per round, choosing from the options below. It can only use legendary actions while protecting a sacred or natural site.
- Earthen Grasp (Costs 1 Action): The Ohdow causes the ground to rise up and restrain a creature within 30 feet. The target must succeed on a DC 14 Strength saving throw or be restrained until the end of its next turn.
- Burrow (Costs 1 Action): The Ohdow burrows into the ground, moving up to 20 feet without provoking opportunity attacks.
- Stone Call (Costs 2 Actions): The Ohdow summons a hail of stones in a 10-foot radius within 60 feet. Creatures in the area take 9 (2d8) bludgeoning damage and must make a DC 14 Dexterity saving throw or be blinded until the end of their next turn.
TACTICS
- Stealth and Ambush:
The Ohdow uses its Stone Camouflage and Earth Sense to remain hidden until intruders come close. Once it perceives a threat, it strikes swiftly with its Earthquake Slam to disorient its foes. - Targeting Desecrators:
The Ohdow prioritizes creatures who desecrate sacred spaces or harm the natural world. It uses Stone Call or Stone Tomahawk to punish offenders from a distance. - Defense over Aggression:
As a protector, the Ohdow fights defensively, using its Stoneform Shield and Burrow to avoid prolonged exposure to harm while maintaining control over the battlefield. - Environment Manipulation:
The Ohdow relies on difficult terrain and its tremors to restrict movement, forcing enemies to fight on its terms.
Jogah (Ohdow)

The Ohdow is a mystical, 3-foot-tall subterranean guardian with stone-like skin, glowing amber eyes, and an ancient, protective presence, blending seamlessly with the earth and guarding sacred boundaries.
Originally Posted by Shade of the En World forums.
On this Thread
Jogah are small spirit-folk representing aspects of nature. They are split into various groups based on their relation to the world. The oh-do-was, or “under-earth dwellers” are the jogah of the sunless domain beneath the earth.
The wise and elusive oh-do-was hold jurisdiction over the sunless domain beneath the earth, imprisoning creatures too dangerous to roam free on the surface. The oh-do-was make their homes in huge subterranean caverns that house dark facsimiles of forests and broad plains, abounding with the types of animals usually found in those environments.
Oh-do-was occasionally venture to the surface to meet with other jogah, holding nocturnal festivals in the forests. They hold their dances in circles under great trees where grass refuses to grow. They bask in moonlight, but are blinded by the sun. During such revelries, offensive surface creatures are occasionally captured and taken to their underground prisons.
Most oh-do-was are rangers, but leaders typically pursue the path of wizards.
An oh-do-wa stands 3 feet tall and weighs 50 pounds.
Oh-do-was speak Sylvan and Common.
Jogah, Oh-do-wa | |
Small fey | |
Hit Dice | 1d6 (3 hp) |
Initiative | +4 |
Speed | 20 ft. (4 squares) |
Armor Class | 15 (+1 size, +4 Dexterity), touch 15, flat-footed 11 |
Base Attack/Grapple | +0/-4 |
Attack | Dagger +0 melee (1d3/19-20) or spear +0 melee (1d6/x3) or longbow +5 ranged (1d6+1/x3) |
Full Attack | Dagger +0 melee (1d3/19-20) or spear +0 melee (1d6/x3) or longbow +5 ranged (1d6+1/x3) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Enhance arrow |
Special Qualities | Damage reduction 5/cold iron, Darkvision 90 ft., light blindness, Low-Light Vision, Spell Resistance 7, superior wild empathy, sylvan archer |
Saves | Fort +0, Ref +6, Will +3 |
Abilities | Strength 11, Dexterity 18, Constitution 11, Intelligence 18, Wisdom 13, Charisma 13 |
Skills | Climb +4, Hide +12, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Listen +5, Move Silently +8, Search +8, Sense Motive +5, Spot +5, Survival +5 |
Feats | Track |
Environment | Underground |
Organization | Solitary, pair, or tribe (5-30 plus one 4th- to 6th-level wizard per 5 adults and one 8th- to 12th-level wizard leader) |
Challenge Rating | 1 |
Treasure | Standard |
Alignment | Usually lawful neutral |
Advancement | 2-3 HD (Small) |
Level Adjustment | +3 |
Combat
Oh-do-was are gifted archers, preferring ranged combat to melee.
Enhance Arrow (Su): Every nonmagical arrow an oh-do-wa nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the oh-do-wa need not spend experience points or gold pieces to accomplish this task. However, an oh-do-wa’s magic arrows only function for that oh-do-wa. This ability stacks with the arcane archer’s class feature of the same name (thus the enhancement bonus is +2 at 1st level, +3 at 3rd level, +4 at 5th level, +5 at 7th level, and +6 at 9th level).
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds oh-do-was for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Sylvan Archer (Ex): An oh-do-wa is treated as an elf for purposes of meeting the prerequisites of feats, prestige classes (such as arcane archer), and magic items related to archery.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the oh-do-wa has a +6 racial bonus on the check. Additionally, an oh-do-wa can use this ability to influence a magical beast with an Intelligence score of 1 or 2 without penalty.
Oh-do-was as Characters
An oh-do-wa character exchanges its 1 HD of fey for its first class level, so a 1st-level oh-do-wa wizard has a d4 Hit Die, a +0 base attack bonus, the base save bonuses of a wizard, and the wizard’s skill points and class skills.
Oh-do-wa characters possess the following racial traits.
- +8 Dexterity, +8 Intelligence, +2 Wisdom, +2 Charisma
- 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.
- An oh-do-wa’s base land speed is 20 feet.
- Darkvision 90 ft. and Low-Light Vision.
- Special Attacks (see above): Enhance arrow.
- Special Qualities (see above): Damage reduction 5/cold iron, light blindness, Spell Resistance equal to 7 + class levels, superior wild empathy, sylvan archer.
- Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
- Favored Class: ranger.
- Level adjustment +3.
Originally appeared in Dragon Magazine #61 (1982).