Jogah (Gahonga), the Stone-Throwers of the Wilds
“Discover the mysterious Jogah (Gahonga): mischievous little forest spirits with the power to protect—or punish—those who cross their path!”

The Jogah (also known as Gahonga) are mystical, small humanoid beings from the folklore of the Iroquois, particularly the Seneca people. Standing no taller than a few feet, their appearance is both intriguing and elusive: they are often described with wrinkled, weathered skin that mimics the texture of tree bark, blending seamlessly into the forest. Their eyes gleam with an ethereal glow, and their hair resembles tangled moss or vines, making them almost indistinguishable from the natural elements around them. They are commonly seen wearing garments made from leaves, animal pelts, or woven grasses.
Behavior: The Gahonga are playful yet unpredictable, often engaging in mischievous acts that challenge the unwary. They enjoy testing humans, sometimes playing harmless pranks or leading travelers astray, but they are not inherently malicious. However, if disrespected or if the balance of nature is disturbed, they can become vengeful. Their trickster nature serves to teach humility and respect for the earth, as their actions often reflect the consequences of human negligence toward nature.
Habitat: Gahonga dwell in the remote corners of dense forests, deep ravines, and along pristine riverbanks where the natural world remains largely undisturbed. Their lairs are hidden in caves, hollowed trees, or beneath the roots of ancient giants, making them nearly impossible to find unless one is seeking them with a pure heart. They are said to prefer the quiet, untouched places where the flow of life continues without human interference.
Modus Operandi: The Gahonga’s primary mode of operation involves guiding or misdirecting people to teach them lessons about the importance of harmony with nature. They are skilled at creating illusions and leading travelers off the beaten path, only to reappear with advice or warnings when necessary. Their actions may seem whimsical, but they always serve a deeper purpose—preserving the natural order. When angered, the Gahonga can cause unsettling events like sudden storms, uprooted trees, or disrupted animal behavior as a form of correction.
Motivation: Above all, the Gahonga are driven by a deep, spiritual connection to the land they inhabit. Their motivation is to maintain the delicate balance between humans and nature. They protect the forests, rivers, and fields, ensuring that the natural world thrives. While they value human presence when it is respectful, they act as guardians, ensuring that any imbalance caused by greed or disrespect is addressed. Their behavior reflects an unwavering commitment to the cycles of nature and the importance of living in harmony with the earth.
Jogah (Gahonga) 5e
Jogah (Gahonga) 3.5
Gahonga

Small fey, chaotic good
Armor Class 15 (natural armor)
Hit Points 82 (11d6 + 44)
Speed: 40 ft., Swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 18 (+4) | 14 (+2) | 16 (+3) | 14 (+2) |
Saving Throws Dex +6, Wis +6, Cha +5
Skills Acrobatics +6, Nature +5, Stealth +6, Survival +6
Damage Resistances Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 15
Languages Sylvan, Elvish, Common
Challenge 5 (1,800 XP)
TRAITS
- Mossy Camouflage: The Gahonga has advantage on Stealth checks when in forested or vegetated terrain.
- Forest’s Grasp (Recharge 5–6): As an action, the Gahonga can cause vines and roots to burst from the ground in a 20-foot radius centered on a point it can see within 60 feet. Creatures in the area must succeed on a DC 14 Strength saving throw or be restrained for 1 minute. A creature can use its action to make a Strength check against the DC to break free.
- Rock Throwing: The Gahonga can throw rocks with incredible force. It makes a ranged weapon attack (+6 to hit) with a range of 60 feet. On a hit, the target takes 2d8 + 4 bludgeoning damage.
- Trickster’s Charm: The Gahonga can use its charm to deceive or persuade. It has advantage on Deception and Persuasion checks against humanoids or fey.
- Spirit of the Wilds (Recharge 5–6): As an action, the Gahonga can summon a woodland spirit (such as a wolf, elk, or giant owl) to aid it for 1 hour. The spirit has hit points equal to half the Gahonga’s hit points. The spirit acts on its own initiative and follows the Gahonga’s verbal commands. The creature’s abilities are determined by the type of spirit chosen.
ACTIONS
- Multiattack: The Gahonga makes two attacks: one with Vine Lash, one with Quarterstaff, and one with Nature’s Touch.
- Vine Lash: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
- Quarterstaff: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
- Nature’s Touch: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Illusory Trick (Recharge 4–6): The Gahonga can create an illusion in a 30-foot cube. Creatures within the area must make an Intelligence saving throw (DC 14). On a failed save, the creature is blinded and disoriented for 1 round as it sees the illusionary effect. On a successful save, it can perceive the illusion but is not affected.
- Rock Throwing: Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 2d8 + 4 bludgeoning damage.
- Nature’s Fury (Recharge 6): The Gahonga calls upon the fury of nature, creating a shockwave of wild energy. All creatures in a 20-foot radius must succeed on a DC 14 Dexterity saving throw or take 12 (3d6) force damage and be knocked prone. On a successful save, creatures take half damage and are not knocked prone.
REACTIONS
- Mist-Step: When the Gahonga is hit by a melee attack, it can use its reaction to teleport up to 30 feet to an unoccupied space it can see. The Gahonga gains advantage on its next attack roll or ability check before the end of its next turn.
- Nature’s Retaliation: When a creature within 5 feet of the Gahonga hits it with a melee attack, the Gahonga can use its reaction to cause the attacker to make a DC 14 Strength saving throw. On a failed save, the attacker takes 7 (2d6) piercing damage and is knocked prone.
SPELL-LIKE ABILITIES
The Gahonga has the following spells available as spell-like abilities. It casts these abilities using Charisma as its spellcasting modifier (spell save DC 14, +6 to hit with spell attacks):
- At will: Speak with Animals (aquatic only)
- 1/day each:
- Control Weather
- Dream
- Plant Growth
LEGENDARY ACTIONS
The Gahonga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Gahonga regains spent legendary actions at the start of its turn.
- Forest Step: The Gahonga teleports up to 30 feet to an unoccupied space it can see that is in a forest or nature-based terrain.
- Vine Lash: The Gahonga makes a Vine Lash attack.
- Nature’s Trick: The Gahonga can cast Faerie Fire without expending a spell slot. The Gahonga can choose one creature to be affected, granting advantage on attack rolls against it for 1 minute.
ECOLOGY AND BEHAVIOR
The Gahonga are chaotic good fey spirits who embody aspects of the natural world, particularly rivers, rocks, and forests. They are playful tricksters but also fierce protectors of the natural order. Gahonga are often encountered in small groups, though they may wander alone when curious about humanoids or the state of the world. Their love of pranks and games often leads them to test those they encounter, but they also protect the balance of nature, punishing those who abuse it with the wrath of the elements.
When not in combat, Gahonga enjoy performing feats of strength, often competing in games such as rock-throwing, wrestling, or feats of agility. They delight in swapping stories with travelers, providing guidance for those who show respect to nature.

A Gahonga is a small, sturdy fey with moss-covered skin, sharp, playful eyes, and an earthy, rugged appearance, often adorned in simple natural garments and carrying a wooden quarterstaff.
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.
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.
Jogah (Ga-hon-ga) | |
Small fey | |
Hit Dice | 8d6+32 (60 hp) |
Initiative | +2 |
Speed | 20 ft. (4 squares) |
Armor Class | 17 (+1 size, +2 Dexterity, +4 natural), touch 13, flat-footed 17 |
Base Attack/Grapple | +4/+8 |
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 aboveground 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) |
Challenge Rating | 6 |
Treasure | No coins, half goods, triple items (mostly potions) |
Alignment | Always chaotic good |
Advancement | 9-16 HD (Small) |
Level Adjustment | +5 |
COMBAT
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 manoeuvrability, 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);
- 1/day- control weather, dream, plant growth.
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.
Skills: Jogah have a +4 racial bonus on Listen and Spot checks.
Originally appeared in Dragon Magazine #61 (1982).