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Appearance: The Mannegishi are diminutive beings, standing only a few feet tall, with slender, elongated limbs and oversized heads. Their large, bulging eyes seem to gleam with mischief, while their thin, wiry bodies are adorned with patches of moss and lichen, blending seamlessly with the rocky terrain they call home. Despite their small stature, their presence exudes an otherworldly aura, hinting at their supernatural nature.

Behavior: Mischievous by nature, the Mannegishi delight in playing pranks on unsuspecting travelers and intruders who encroach upon their territory. They are known for their cunning and wit, often using their small size and agility to outmaneuver larger adversaries. While they can be playful and whimsical at times, their antics can also take on a darker edge, particularly when provoked or threatened.

Habitat: The Mannegishi make their homes in the remote and rugged landscapes of North America, particularly in regions characterized by rocky shores, dense forests, and labyrinthine cave systems. They are most commonly found near bodies of water, such as lakes, rivers, and streams, where they can easily evade detection and retreat into the shadows.

Modus Operandi: When it comes to their modus operandi, the Mannegishi rely on stealth and subterfuge to achieve their goals. They possess a keen understanding of their surroundings and use the natural terrain to their advantage, blending seamlessly into their rocky habitats and striking when least expected. Their pranks range from harmless mischief, such as rearranging belongings or creating eerie sounds in the night, to more elaborate schemes designed to confuse and disorient their targets.

Motivations: While the motivations of the Mannegishi may seem inscrutable to outsiders, their actions are often driven by a deep connection to the land and the spirits that dwell within it. They serve as guardians of the natural world, protecting sacred sites and enforcing the balance between humans and nature. However, they are also fiercely independent beings, wary of outsiders and quick to defend their territory from intruders. Ultimately, their motivations are as enigmatic as the creatures themselves, shrouded in mystery and intrigue.

  • Mannegishi 5e
  • Gahonga 3.5
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  • Size:¬†Small
  • Type:¬†Fey
  • Alignment:¬†Chaotic Neutral

Armor Class

  • AC:¬†15 (natural armor)

Hit Points

  • HP:¬†44 (8d6 + 16)


  • Speed:¬†30 ft., swim 30 ft.

Ability Scores

8 (-1)16 (+3)14 (+2)12 (+1)14 (+2)16 (+3)

Saving Throws

  • DEX:¬†+5
  • WIS:¬†+4


  • Stealth:¬†+5
  • Perception:¬†+4

Damage Resistances

  • Damage Resistances:¬†Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Condition Immunities

  • Condition Immunities:¬†Charmed, Frightened


  • Senses:¬†Darkvision 60 ft., passive Perception 14


  • Languages:¬†Sylvan, Common

Challenge Rating

  • CR:¬†3 (700 XP)

Special Traits

  • Amphibious:¬†The Mannegishi can breathe both air and water.
  • Stone Camouflage:¬†The Mannegishi has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.


  • Multiattack:¬†The Mannegishi makes two short bow attacks.
  • Short Bow:¬†Ranged Weapon Attack:¬†+5 to hit, range 80/320 ft., one target.¬†Hit:¬†7 (1d6 + 3) piercing damage.
  • Water Jet (Recharge 5-6):¬†The Mannegishi can use its action to spout a jet of water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
  • Trickster‚Äôs Mischief (Recharge 5-6):¬†The Mannegishi conjures an illusionary distraction within 30 feet of it. Each creature within 10 feet of the illusion must make a DC 13 Wisdom saving throw or be charmed by the illusion until the end of their next turn. A charmed creature regards the illusion as real and friendly.


In combat, the Mannegishi uses its agility and the surrounding environment to its advantage. It prefers to ambush its opponents, using its Stone Camouflage to hide before launching a surprise attack. If threatened or outnumbered, it uses its Water Jet ability to keep enemies at bay. It also uses its Trickster’s Mischief ability to confuse and disorient its foes, creating illusions to distract and mislead them

A somewhat humanoid creature stands on a nearby rock. Its thin, lanky arms and legs end in six-fingered hands and feet. Its large head lacks a nose. It wears only a loincloth and carries a spear.

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Gahonga are variations of Mannegishi, both sharing similar characteristics as mischievous trickster figures in Indigenous mythology, albeit with specific cultural associations; Gahonga with the Ojibwe people and Mannegishi with the Cree.

Originally Posted by Shade of the En World forums.
On this Thread

Gahonga are small fey that inhabit rocky terrain near bodies of water. These xenophobic creatures protect sources of fresth water. They make their lairs between rocks in river rapids or lakebeds.

A gahonga begins its life cycle as a female. These “beautiful daughters” remain with their fathers until they are ready to roam free. At that time, they seek a new territory, settle down, and transform into the old, dour males. The males reproduce asexually once per decade, giving “birth” to 1 to 4 daughters.

The male gahonga are surly and are not interested in any contact with other intelligent creatures. Gahonga possess a mischievous nature, and their tricks are often deadly. One of their favorite “pranks” involves gliding out of the rocks and capsizing the canoes of travelers of river rapids, spinning them to their death.

A gahonga stands 3 feet tall and weighs 50 pounds.

Gahonga speak Sylvan and Common.

Small fey
Hit Dice6d6+6 (27 hp)
Speed30 ft. (6 squares), Climb 30 ft., Swim 40 ft.
Armor Class15 (+1 size, +1 Dexterity, +3 natural), touch 12, flat-footed 14
AttackSpear +5 melee (1d6+1/x3) or spear +5 ranged (1d6+1/x3)
Full AttackSpear +5 melee (1d6+1/x3) or spear +5 ranged (1d6+1/x3)
Space/Reach5 ft./5 ft.
Special AttacksSpell-like abilities, stunning strike
Special QualitiesDamage reduction 5/cold iron, earth glide, Low-Light Vision, Spell Resistance 5
SavesFort +3, Ref +6, Will +5
AbilitiesStrength 12, Dexterity 13, Constitution 13, Intelligence 9, Wisdom 11, Charisma 15
SkillsClimb +9, Intimidate +11, Knowledge (nature) +8, Listen +9, Move Silently +10, Spot+9, Survival +0 (+2 in aboveground natural environments), Swim +9
FeatsDodge, Mobility, Spring Attack
EnvironmentAny hills or mountains (near water)
OrganizationSolitary, pair, or clan (3-10)
Challenge Rating3
TreasureNo coins, 1/4 goods, no items
AlignmentAlways chaotic neutral
Advancement7-12 HD (Small)
Level Adjustment+6


A gahonga uses its invisibility and earth glide ability in tandem with its Spring Attack feat to great effect when hunting. Although gahonga don’t go out of their way to pick fights, they are foul-tempered and occasionally turn to violence.

Earth Glide (Ex): A gahonga can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A Move earth spell cast on an area containing a burrowing gahonga flings the gahonga back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Spell-Like Abilities: At will- invisibility (self only).

Caster level 5th. The save DCs are Charisma-based.

Stunning Strike (Ex): Any creature hit by a gahonga’s melee attacks must succeed on a DC 14 Fortitude save or be stunned for 1 round. The save DC is Strength-based.

Skills: Gahongas have a +8 racial bonus on Climb checks. A gahonga can always choose to take 10 on a Climb check, even if rushed or threatened. A gahonga has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Gahonga Daughters

Gahonga daughters are beautiful tricksters that enjoy luring other creatures into dangerous situations for their own amusement.

Gahonga daughters use the same statistics as the males, with the following exceptions:

Skills: Bluff +13, Climb +11, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +6, Knowledge (nature) +8, Listen +9, Perform (song) +11, Spot +9, Survival +0 (+2 in aboveground natural environments), Swim +11

Feats: Athletic, Dodge, Persusasive

Originally appeared in Legends & Lore (1990).

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