The Mannegishi are a race of trickster people in Cree folklore. They are very thin and lanky arms and legs and big heads minus a nose. They people are said to live between rocks in the rapids. One of their biggest delights is to crawl out of the rocks and capsize the canoes of people canoeing through the rapids, spinning
them to their death.
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.
Originally Posted by Shade of the En World forums.
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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.
|Hit Dice||6d6+6 (27 hp)|
|Speed||30 ft. (6 squares), Climb 30 ft., Swim 40 ft.|
|Armor Class||15 (+1 size, +1 Dexterity, +3 natural), touch 12, flat-footed 14|
|Attack||Spear +5 melee (1d6+1/x3) or spear +5 ranged (1d6+1/x3)|
|Full Attack||Spear +5 melee (1d6+1/x3) or spear +5 ranged (1d6+1/x3)|
|Space/Reach||5 ft./5 ft.|
|Special Attacks||Spell-like abilities, stunning strike|
|Special Qualities||Damage reduction 5/cold iron, earth glide, Low-Light Vision, Spell Resistance 5|
|Saves||Fort +3, Ref +6, Will +5|
|Abilities||Strength 12, Dexterity 13, Constitution 13, Intelligence 9, Wisdom 11, Charisma 15|
|Skills||Climb +9, Intimidate +11, Knowledge (nature) +8, Listen +9, Move Silently +10, Spot+9, Survival +0 (+2 in aboveground natural environments), Swim +9|
|Feats||Dodge, Mobility, Spring Attack|
|Environment||Any hills or mountains (near water)|
|Organization||Solitary, pair, or clan (3-10)|
|Treasure||No coins, 1/4 goods, no items|
|Alignment||Always chaotic neutral|
|Advancement||7-12 HD (Small)|
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 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
Originally appeared in Legends & Lore (1990).