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“Metaluna Mutant” © Jason Edmiston, accessed at his website here

This creature appears as a beetle-like humanoid, with long arms ending in pincer-like claws and enormous eyes staring out over fleshy flaps where its mouth should be. Its head appears grotesquely swollen; a giant brain erupts from its split skull.

Taken from the Creature Codex

Greogs are an artificial slave race created by the mi-go, a fusion of insectoid and humanoid manufactured using alchemy and surgery. The root stock of the greogs is the og, a savage, barely sapient race of insect-like humanoids. In order to create a greog, the mi-go remove the brain from an og and replace it surgically with a specially treated humanoid brain, often one that has already yielded whatever knowledge the mi-go seek.

This chimera combines the strength and power of the og with a more intelligent and docile mind, capable of more readily taking instructions. Despite appearances, the exposed brain of a greog is in fact encased in a thick membrane and is not especially more vulnerable to attack than any other part of the creature.

Although the great strength of the greogs lends itself naturally to brute-force tasks such as construction and mining, the dwellers in darkness often instruct their slaves in more refined work such as textiles, weapon-smithing and even cuisine.  Being an artificial construct, greogs have no culture to speak of, but are naturally drawn towards violence against all creatures that are not mi-go or their slaves.

Greogs are so dependent on their mi-go masters that they are incapable of breeding without assistance; greog eggs would hatch into normal ogs if untreated, but the mi-go are capable of surgically altering them as embryos. So modified, greog eggs can survive for extended periods of time and in exceedingly harsh conditions, making them ideal for transport in the icy void between planets. In this fashion, mi-go seeking out a new planet can quickly call into being an army of slaves.


Ogs, the creature from which greogs are created through vivisection, are uncommon in their wild state but not completely extinct. In the wild, ogs form small clans and live nomadic predatory lifestyles, avoiding the attention of more advanced creatures. An og uses the statistics for a greog with the following exceptions: an og is a monstrous humanoid, with the changes to base attack bonus, base saves and Hit Dice that entails. Ogs lack the weak-willed vulnerability. An og’s mental ability scores are Int 4, Wis 13, Cha 6 and it is typically of neutral alignment. An og has a CR of 5.

Greog    CR 4

XP 1,200

LE Medium aberration

Init +1; Senses darkvision 60 ft., Perception +11


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


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

Special Attacks rend (2 claws, 1d6+4)


Str 17, Dex 13, Con 16, Int 9, Wis6, Cha 6

Base Atk +4; CMB +7 (+9 bull’s rush); CMD 18 (20 against bull’s rush)
Feats Great Fortitude, Improved Bull’s Rush, Power Attack

Skills Craft (any two) +5, Perception +11; Racial Modifiers +4 Perception

SQ powerful frame


Environment any land or underground

Organization solitary, pair, patrol (3-6), honor guard (4-8 plus 1-6 mi-go) or mob (12-36)

Treasure incidental

Special Abilities

  • Powerful Frame (Ex) A greog is treated as being one size category larger for the purposes of lifting and carrying objects and wielding weapons.
  • Weak-Willed (Ex) A greog has no good saves. In addition, greogs are always treated as if they were humanoids for the purposes of enchantment spells and effects.
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