Final version of Jogah, Ohdowa.
Jogah, Ohdowa CR 4
NG Small Fey
Hit Dice: 6d6+18 (39 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares), Burrow 20 ft.
Armor Class: 21 (+1 size, +2 Dex, + 3 natural +4 armor +1 dodge), touch 14, flat-footed 18
Base Attack: +3 CMB +4, CMD 16
Attack: Small +1 aberration-bane copper dagger +7 (+9 vs. aberrations) melee (1d3/19-20 plus 2d6 vs. aberrations)
Full Attack: Small +1 aberration-bane copper dagger +7 (+9 vs. aberration) melee (1d3/10-20 plus 2d6 vs. aberrations)
Space/Reach: 5 ft./5 ft.
Special Attacks: Channel Energy 2d6, Spell-Like Abilities
Special Qualities: Low-light vision, phobia (agoraphobia)
Saves: Fort +2, Ref +6, Will +6
Abilities: Str 15, Dex 14, Con 16, Int 14, Wis 11, Cha 17
Skills: Appraise +11, Craft (armorsmithing) +10, Craft (weaponsmithing) +10 , Knowledge (dungeoneering)+10 , Knowledge (religion)+10, Survival +9
Feats: Craft Magical Arms & Armor (B), Dodge, Improved Initiative, Power Attack
Organization: Solitary, pair, or squad (3-10)
Treasure: Double standard including small 4 +1 copper daggers and +1 white buffalo hide armor.
Advancement: By character class (favored class cleric)
Level Adjustment: No idea on this one.
Covered in dirt and grime, an ohdowa tunnels under cemeteries and battlefields looking for subterranean creatures to slay.
An ohdowa’s true beauty is rarely recognized under a layer dirt and ore dust that permeates their dirt-colored clothes. They even smell like dirt. When clean, an ohdowa resembles a small, strikingly handsome human with exquisite facial structure and beautiful hair. Members of Humanoid races fairly swoon over them. Naturally, they want nothing to do with such unwanted attention and so they rarely leave the underground and almost never bathe.
Ohdowas spend most of their time hunting subterranean creatures to keep them from invading the surface world. They even invade cemeteries usually from below to ensure no new undead arise.
Because of their intense dislike of the surface world, ohdowas never sell their copper weapons to surface dwellers and only trade with other jogahs on special occasions, usually trading their copper weapons and white buffalo hides.
When the night of the new moon falls on the longest day of the year, the ohdowas gather in large numbers in an secret hallowed place for a wild celebration. This is when they clean up and put on their best finery to impress members of the opposite sex. Other jogahs are frequently invited (especially if they bring food and drink). Few others witnessed this spectacle though many claimed to have heard it.
Odowahs tend to be single-minded in combat, going after subterranean creatures to the exclusion of all else.
Burrow (Ex): An ohdowa can burrow through solid stone at half its normal burrow speed.
Channel Energy (Su): Ohdowas can channel as a cleric of half its hit dice. This does not stack with any channel energy abilities from other sources.
Spell-Like Abilities (Sp): 3/day—cure light wounds, hide from undead, shatter (DC 15), 1/day—consecrate
Phobia (Agoraphobia) (Ex): An ohdowa is shaken for the first hour whenever he leaves the underground and goes to the surface, taking a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.