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OGDOAD
by Claudio Pozas
Reputedly, the ogdoad (singular and plural) are descen-
dants of beings that swam about in the muck of primordial
Chaos, before the forces of Law condensed existence into
what we now call time. The ogdoad are closely connected
with the element of water and with the essence of dream-stuff.
Many-hued and alien-minded, these creatures are in some
ways similar to demons, devils, and celestials. However,
instead of dwelling in abysmal landscapes or heavenly
domiciles, they continue to wade around in the few planar
pockets of Primordial Chaos that the gods of Law didnt
corrupt. As such, they grow and change constantly, but
share a few common characteristics. All ogdoad are
bipedal humanoids in form, though they closely resemble
vaguely human-shaped frogs or toads.Legends say that the ogdoad are servants of elder beings
of immense power and whose inconstant nature is utterly
hostile to mortals. Ogdoad feature strongly in the legends
of aquatic peoples such as sahuagin, kuo-toa, merfolk,
and even aquatic elves. It is said that when the Deluge
sank Atlantis (and much of the rest of Karathis), the
ogdoad enjoyed free rein of the oceans, and have been try-
ing to re-establish a foothold there ever since.
Combat
The tactics of ogdoad vary widely, as do their abilities and
strengths. In general, they are fearless in combat, and their
motives and actions are inscrutable.
Ogdoad Traits: An ogdoad possess the following traits
(unless otherwise noted in a specific ogdoads entry).
Spell-Like Abilities: At willdetect law; 3/daypro-
tection from law. Caster level = the ogdoads HD. The
save DC is Charisma-based.
Alien Mindset (Ex): Ogdoad have a +4 racial bonus to
resist all charm, compulsion, and fear effects. Further,
anyone attempting to read an ogdoads mind (via detect
thoughts or some similar effect) must succeed at a Will
save (DC = 10 + the ogdoads HD + the ogdoads
Charisma modifier). If successful, the character is stunned
for 1 round and the mind-reading fails. If the save fails,
the mind-reading fails and the character is stunned for 1
round and then affected by a lesser confusion effect for
the following 1d4 rounds.
Breathless (Ex): Ogdoad dont need to breathe and
immune to suffocation, drowning, and gas attacks. Th
can survive comfortably in a vacuum.
Damage Reduction: An ogdoads natural weapons
well as any manufactured weapons they wield) are c
sidered to be chaotic-aligned for the purpose of overco
ing damage reduction.
All ogdoad have darkvision 60 ft. and low-light visi
All ogdoad have fast healing 5.
All ogdoad have resistance to cold 5, fire 5, and so
5, as well as immunity to acid.
Summon Ogdoad(Sp): One or more times per day,
ogdoad can attempt to summon one or more other me
bers of its race as a standard action. The numbers and ty
summoned are given in each ogdoads description, as
the chance of success for that ogdoads summoning ab
ty. Ogdoad summoned in this way remain for 1 hour, a
summoned ogdoad cant use their own summon ogdoability for 1 hour.
An ogdoad has a +8 racial bonus on any Swim che
made to perform some special action or avoid a hazard
can always choose to take 10 on Swim checks, even if d
tracted or endangered. It can use the run action wh
swimming, provided it swims in a straight line.
All ogdoad speak their own tongue, known as Ogdoa
For their own unfathomable reasons, some choose to m
ter additional languages, and kukkoad can communicwith virtually any being by means of theirtongues spe
like ability.
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NUNNOAD
Large Outsider (Chaotic, Extraplanar, Water)
Hit Dice: 5d8+30 (52 hp)
Initiative: +5
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 18 (1 size, +1 Dex, +8 natural), touch 10,
flat-footed 17
Base Attack/Grapple: +5/+15
Attack: Slam +10 melee (1d8+6)Full Attack: 2 slams +10 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, pounce, spell-like abil-
ities, summon ogdoad
Special Qualities: Alien mindset, breathless, damage
reduction 5/lawful, darkvision 60 ft., fast healing 5,
immunity to acid, low-light vision, resistance to cold 5,
fire 5, sonic 5, spell resistance 17
Saves: Fort +10, Ref +5, Will +6
Abilities: Str 22, Dex 13, Con 23, Int 10, Wis 14, Cha 15
Skills: Bluff +9, Concentration +10, Diplomacy +4,Disguise +2 (+4 acting), Intimidate +7, Jump +13,
Knowledge (arcana) +7, Knowledge (the planes) +7,
Listen +9, Spot +9, Survival +9 (+11 on the planes),
Swim +14
Feats: Improved Initiative, Power Attack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, troupe (310), or band
(1130)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 612 HD (Large); 1315 HD (Huge)
Level Adjustment: +6
Covered in a sickly, warty green hide, the creature resem-
bles nothing as much as a large humanoid frog or toad,
with horizontal pupils and powerful limbs. Its expression
is utterly incomprehensible.
Nunnoad are the hordes of the ogdoad, the raiding mass-
es that spell senseless destruction to whatever lies in their
path. A nunnoad stands around 10 feet tall and averages
roughly 1,000 pounds.
Combat
Nunnoad have no strategy beyond crushing their current
enemy to a pulp. They tend to target foes that look most
interesting (or perhaps entertaining) to them, unless a
more dangerous foe proves itself by damaging the nun-
noad significantly.
Breath Weapon (Ex): As a standard action once ev
1d4 rounds, the nunnoad can breathe a cloud of corros
gas in a 10-foot spread around itself. All in the cloud ta
5d8 points of acid damage (Fortitude DC 18 half). T
save DC is Constitution-based.
Pounce (Ex): A nunnoad that charges a foe can mak
full attack even if it has already moved. This charge c
include swimming movement (so the nunnoad can poun
out of the water onto a land-bound foe, for instance).Spell-Like Abilities: At willdetect law; 3/dayprot
tion from law, shatter (DC 15); 1/daychaos hamm
(DC 17). Caster level 5th.
Summon Ogdoad (Sp): Once per day a nunnoad c
attempt to summon 1d2 nunnoad with a 30% chance
success. This is the equivalent of a 3rd-level spell.
Alien Mindset (Ex): The Will save DC for a nunnoa
alien mindset is 17.
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KUKKOAD
Large Outsider (Chaotic, Extraplanar, Water)
Hit Dice: 9d8+63 (103 hp)
Initiative: +7
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 20 (1 size, +3 Dex, +8 natural), touch 12,
flat-footed 17
Base Attack/Grapple: +9/+19
Attack: Slam +14 melee (1d8+6 plus 1d6 cold)Full Attack: 2 slams +14 melee (1d8+6 plus 1d6 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, numbing aura, spell-
like abilities, summon ogdoad
Special Qualities: Alien mindset, breathless, damage
reduction 5/lawful, darkvision 60 ft., fast healing 5,
immunity to acid and cold, low-light vision, resistance to
fire 5, sonic 5, spell resistance 20
Saves: Fort +13, Ref +9, Will +10
Abilities: Str 22, Dex 17, Con 25, Int 14, Wis 18, Cha 19
Skills: Bluff +13, Concentration +16, Diplomacy +12,Disguise +10* (+12 acting), Hide +10, Intimidate +13,
Jump +15, Knowledge (the planes) +11, Knowledge (any
one) +8, Listen +15, Move Silently +14, Search +11, Spot
+15, Survival +13 (+15 on the planes), Swim +17
Feats: Alertness, Improved Initiative, Power Attack, Stealthy
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, or squad (36)
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 1021 HD (Large); 2227 HD (Huge)
Level Adjustment: +8
This powerful-looking humanoid toad is a bluish color,
with a pale belly. It is covered in pale spots that vary in
size and tend to appear and disappear as the being moves.
A preternatural cold emanates from the creature.
Kukkoad are the infiltrators among the ogdoad. With their
mutable forms, they are able to enter the mortal world,
manipulating secret cults to do their annoad masters bid-
ding, however irrational it may seem.
Kukkoad generally stand around 9 feet tall and weigh
roughly 800 pounds.
Combat
Kukkoad use their breath weapon and spell-like abilities
to maximum effect, and seek to incapacitate foes with
their numbing aura before wading into melee with deadly
accuracy.
Breath Weapon (Ex): As a standard action once ev
1d4 rounds, the kukkoad can breathe a 15-foot cone of
motes. All in the area take 8d8 points of cold dama
(Fortitude DC 21 half). The save DC is Constitutio
based.
Numbing Aura (Su): At will, as a free action, a kukko
can surround itself with an aura of chilling energy in a 2
foot radius. Any living creature in this area must mak
DC 22 Fortitude save or take 1d4 points of Dexterity daage and be affected as if by a slow spell for as long a
remains within the aura. The save DC is Constitutio
based.
A creature that makes its saving throw is immune to t
kukkoads numbing aura for 24 hours.
Spell-Like Abilities: At willalter self (Medium
Large humanoid only), astral projection (self plus
pounds), detect law, tongues; 3/daychill touch (DC 1
protection from law, shatter(DC 16); 1/daychaos ha
mer(DC 18). Caster level 9th.Summon Ogdoad (Sp): Once per day a kukkoad c
attempt to summon 1d4+1 nunnoad or 1d2 kukkoad w
a 50% chance of success. This is the equivalent of a 4
level spell.
Alien Mindset (Ex): The Will save DC for a kukkoa
alien mindset is 23.
Skills: *When using its alter selfability, a kukkoad ga
a +10 bonus on Disguise checks to pass as a member
any race whose shape it has assumed.
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HUHHOAD
Large Outsider (Chaotic, Extraplanar, Water)
Hit Dice: 12d8+96 (150 hp)
Initiative: +7
Speed: 40 ft. (8 squares), swim 40 ft.
Armor Class: 23 (1 size, +3 Dex, +11 natural), touch
12, flat-footed 20
Base Attack/Grapple: +12/+23
Attack: Slam +18 melee (1d8+7 plus 1d6 fire)Full Attack: 2 slams +18 melee (1d8+7 plus 1d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, searing aura, spell-like
abilities, summon ogdoad
Special Qualities: Alien mindset, breathless, damage
reduction 10/lawful, darkvision 60 ft., fast healing 5,
immunity to acid and fire, low-light vision, resistance to
cold 5, sonic 5, spell resistance 23
Saves: Fort +15, Ref +11, Will +12
Abilities: Str 24, Dex 17, Con 27, Int 16, Wis 18, Cha 21
Skills: Bluff +11, Climb +16, Concentration +17,Diplomacy +13, Disguise +11 (+13 acting), Hide +11,
Intimidate +16, Jump +19, Knowledge (arcana) +12,
Knowledge (the planes) +15, Knowledge (any one other)
+9, Listen +16, Move Silently +15, Search +12, Spot +16,
Survival +13 (+15 on the planes), Swim +21, Use Magic
Device +14
Feats: Alertness, Cleave, Improved Initiative, Power
Attack, Quicken Spell-Like Ability (burning hands)
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, or raid (310)
Challenge Rating: 12
Treasure: 1/4 coins; 50% goods; double items
Alignment: Always chaotic neutral
Advancement: 1318 HD (Large); 1936 HD (Huge)
Level Adjustment:
This toad-like humanoid glows a bright red, with darker
spots seemingly bubbling along beneath its skin, and its
throat occasionally balloons up like a bullfrogs. The air
around the creature is noticeably warmer.
Huhhoad are the most violent of all ogdoad, reveling in
destruction for its own sake. On the Material Plane, they
tend to live near underwater volcanoes, sometimes swim-
ming within the very magma. Huhhoad stand around 12
feet tall and weigh approximately 1,250 pounds.
Combat
Huhhoad are true pyromaniacs they love to see thin
burn, whether objects, structures, or creatures. They te
to use their spell-like abilities only after their bre
weapon, scalding aura, and physical attacks have prov
relatively ineffective.
Breath Weapon (Ex): As a standard action once ev
1d4 rounds, the huhhoad can breathe a 20-foot cone
scalding slime. All in the area take 10d10 points of fdamage (Fortitude DC 24 half). The save DC
Constitution-based.
Searing Aura (Su): At will, as a free action, a huhho
can surround itself with an aura of blistering heat in a
foot radius. Any creature in the area is affected as if b
heat metal spell (no save), except that the damage appl
to all creatures, even those not wearing metal arm
Creatures actually wearing metal armor take double da
age. Once the effect reaches the level of searing (per
heat metal spell), it does not lessen until the creatleaves the searing aura or the huhhoad dismisses the au
at which time the effect lessens to hot and then war
over 2 rounds, as the spell.
Spell-Like Abilities: At willastral projection (self p
50 pounds), burning hands (free action, DC 16), det
law; 3/dayscorching ray (3 rays),protection from la
shatter(DC 17); 1/daychaos hammer(DC 19), disin
grate (DC 21). Caster level 12th.
Summon Ogdoad (Sp): Once per day a huhhoad c
attempt to summon 2d4 nunnoad or another huhhoad wa 65% chance of success. This is the equivalent of a 5
level spell.
Alien Mindset (Ex): The Will save DC for a huhhoa
alien mindset is 27.
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ANNOAD
Medium Outsider (Chaotic, Extraplanar, Water)
Hit Dice: 15d8+105 (172 hp)
Initiative: +9
Speed: 40 ft. (8 squares), swim 50 ft.
Armor Class: 27 (+5 Dex, +9 natural, +3 masterwork
studded leather), touch 15, flat-footed 22
Base Attack/Grapple: +15/+20
Attack: +1 anarchic greatsword +21 melee(2d6+8/1720) or slam +20 melee (1d6+5)
Full Attack: +1 anarchic greatsword+21/+16/+11 melee
(2d6+8/1720) or 2 slams +20 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon ogdoad
Special Qualities: Alien mindset, breathless, damage
reduction 10/lawful and cold iron, darkvision 60 ft., fast
healing 5, immunity to acid, low-light vision, resistance to
cold 10, fire 10, sonic 10, spell resistance 28
Saves: Fort +16, Ref +14, Will +13
Abilities: Str 20, Dex 21, Con 25, Int 20, Wis 18, Cha 23Skills: Balance +11, Bluff +15, Climb +11, Concentration
+25, Diplomacy +14, Disguise +15* (+17 acting), Hide
+20, Intimidate +20, Jump +17, Knowledge (arcana, the
planes) +17, Knowledge (any one other) +14, Listen +21,
Move Silently +20, Search +14, Sense Motive +13,
Spellcraft +16 (+18 with scrolls), Spot +21, Survival +13
(+15 on the planes), Swim +19, Tumble +14, Use Magic
Device +18 (+20 with scrolls)
Feats: AlertnessB, Cleave, Combat Expertise, Improved
Critical (greatsword), Improved Initiative, Iron Will,
Power Attack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, or horde (12 plus 410
huhhoad, 36 kukkoad, and 1030 nunnoad)
Challenge Rating: 16
Treasure: Double standard (not including +1 anarchic
greatswordand masterwork studded leather)
Alignment: Usually chaotic neutral
Advancement: 1623 HD (Medium); 2445 HD (Large)
Level Adjustment:
Standing as tall as a large human, this gray-skinned, frog-
like being has reddish-orange eyes, long limbs, and a lean
appearance. It is dressed in ornate leather armor and car-
ries a mighty greatsword in its hands.
Annoad are the enigmatic, secretive leaders of the ogdo
race. While they hold sway over their subjects fates, i
uncertain whether they themselves serve other beings
turn. Their swords hold special significance to them, a
stealing such a blade or taking one by force is sure
bring the wrath of all ogdoad upon the thief.
Combat
Annoad rely heavily upon their spell-like abiliti
although they are fierce warriors as well. They invaria
call upon other ogdoad to assist them before engagi
dangerous opponents.
Spell-Like Abilities: At willalter self (Small
Medium humanoid only), astral projection (self plus
pounds), chaos hammer (DC 20), color spray (DC 1
confusion (DC 20), detect law, detect magic, dispel l
(DC 21), dispel magic, entropic shield, identify, invisib
ity, levitate, magic circle against law,plane shift,prot
tion from law, rage, read magic, see invisibility, shat(DC 18); 3/daycloak of chaos (DC 24), disintegr
(DC 22), eyebite (DC 22), greater teleport (self plus
pounds), word of chaos (DC 23); 1/dayfinger of dea
(DC 23), harm (DC 21), heal. Caster level 15th.
Summon Ogdoad (Sp): Twice per day an annoad c
attempt to summon 2d6 nunnoad, 1d4+1 kukkoad, or 1
huhhoad with a 65% chance of success. This is the equ
alent of a 6th-level spell.
Alien Mindset (Ex): The Will save DC for an annoa
alien mindset is 31.
Skills: *When using its alter selfability, an annoad ga
a +10 bonus on Disguise checks to pass as a member
any race whose shape it has assumed.
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Counter Collection: Gold - Ogdoad Copyright 2004, Fiery Dragon Productions, Inc.; Written and illustrated by Claudio Pozas
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