Considering that the Lounge is now for any monsters, not just fey I would like to present my latest creation. (Basically the ogre mage + psionic template + flavor text.)
Ogre Mage of Janardun
Large Giant
Hit Dice: 5d8+15 (37 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18
Base Attack/Grapple: +3/+13
Attack: Greatsword +8 melee (3d6+9) or composite longbow (+5) +2 ranged (2d6+5)
Full Attack: Greatsword +8 melee (3d6+9) or composite longbow (+5) +2 ranged (2d6+5)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Spell-like abilities, psionics
Special Qualities: Darkvision 90 ft., low-light vision, psionics, regeneration 5, spell resistance 19, telepathy
Saves: Fort +7, Ref +1, Will +3
Abilities: Str 23 (+6), Dex 10 (+0), Con 17 (+3), Int 14 (+2), Wis 14 (+2), Cha 17 (+3)
Skills: Concentration +11, Listen +10, Spellcraft +10, Spot +10
Feats: Combat Expertise, Improved Initiative
Continent/Region: Janardun
Environment: Any hills, mountain, forest, or island
Organization: Solitary, pair, troupe (1–2 plus 2–4 athach and 2–4 ettins), or clan (20–50 plus 50% noncombatants, 6–12 wild dwarves, 2–6 athach, 2–6 ettins, 2–4 darkwings, and 1–2 quicklings)
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +8
The ogre mages of Janardun are a psionic offshoot of ogre mages found throughout the rest of the world. For some reason, only the ogre mages of Janardun have developed psionics and, in fact, their distant kin cannot even develop psionic potential.
Most believe this is an inherent trait related to the large number of psionicists whom have developed amongst the other races of Janardun. However, unlike these other races, the ogre mages of Janardun always have psionic powers and they use them to intimidate and control their humanoid servants. Athach, ettins, wild dwarves, darkwings, and quicklings all serve the ogre mages of Janardun.
The ogre mages of Janardun stand about 10½ feet tall and weighs up to 725 pounds, being slightly more powerful than other ogre mages. Their skin varies in color from light green to light blue, and its hair is black or very dark brown. The ogre mages of Janardun favor loose, comfortable clothing and lightweight armor, although they do tend towards more exotic styles including Kanpurian silks.
Ogre mages speak Giant and Common.
Combat
Ogre mages rely on their psionics and spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.
More often than not they force their servants to fight for them. However, they are not cowards. They simply do not view the other races of Janardun a threat to them. If pressed by a strong foe they will resort to physical battle and they are more than a match for most low-level opponents. High-level ogre mages have been known to decimate entire bands of knights and adventurers and none have met an Ogre Magi Lord and lived to tell about it.
Spell-Like Abilities: At will – darkness, invisibility. 1/day – charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14). Caster level: 9th. The save DCs are Charisma-based.
Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.
Psionics (Sp): At will – body adjustment, concussion, and lesser domination. An ogre mage freely manifests its powers but doesn’t need a minimum score in the key ability for a given discipline. The creature otherwise follows the standard rules for manifesting.
Attack/Defense Modes (Sp): At will – ego whip, id insinuation/mental barrier, tower of iron will. An ogre mage does not pay power points to activate a psionic attack or defense mode but freely manifests it. They otherwise follow all the rules for psionic combat.
Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.
An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.
Telepathy (Su): The victim of the ogre mage can communicate telepathically with any creature within 100 feet, of the ogre mage, that has a language. The victim is always terrified and will often communicate in an irrational manner.
The Society of Ogre Mages of Janardun
The ogre mages of Janardun are the masters of the highlands of Janardun, as well as the deep forests and wild islands surrounding the island continent. They are the bane of the Republic and its protectors, the psionic knights known as the Insightful Order.
Ogre mages do not build cities like the humans of the Republic, instead living in isolated clans scattered mainly throughout the mountain ranges of Janardun. Here they plot and scheme to conquer the island continent and subjugate its people. And they would have ages ago if not for the fact that each clan believes it is destined to rule Janardun. The clans rarely work together and often war amongst each other.
This is the only thing that has saved the Republic through 3,000 years of history.
The most powerful ogre mages are multiclassed psion/sorcerers known as the Ogre Magi Lords. These lords are incredibly powerful and their humanoid followers believe they are Gods and worship them as such. However, while epic in power, these lords are mortal and cannot grant spells to their followers.
There are no less than six Ogre Magi Lords and most in the Republic believe there are even more. The two known Ogre Magi Lords are known as the Black Thunderer and Horun the Impaler. Each controls one of the major mountain ranges on the island continent. The Black Thunderer controls the Black Dawn Mountains on the southwest part of the continent, while Horun the Impaler controls the Bleak Pit Mountains on the northeast part of the continent.
The servants of the ogre mages make up nearly one-third the numbers of an ogre mage clan. The athach and ettins are the frontline warriors of the clan, while the wild dwarves act as the shock troops who strike fear into the hearts of the Republic’s people. The darkwings and quicklings are the assassins of the clan, often sent to infiltrate the cities of the Republic and kill its most popular citizens.
Surprisingly, the ogre mages of Janardun are quite fond of their children. They never beat or abuse an ogre mage child unless the child betrayed the tenets of its clan. Ogre mage children are considered to have a higher status than the servant races of the ogre mages. Thus, for a servant race to harm a ogre mage child in any way is punishable by death. This protection does not include ogre mage children from other clans, however.
Ogre Mage Characters
Ogre mages of Janardun favor the psion class. However, most ogre mages encountered are warriors or adapt/warriors. Ogre mage leaders are always psion/sorcerers, although many clans are lead into battle by powerful barbarians or fighters.
Ogre mages of Janardun are not very devoted, as a people. After all, how can they convince their followers they are gods if they, in turn, worship gods. There are exceptions, however. Many outcast ogre mages have been known to worship the deities of the Pantheon of the Republic or a World God known on Janardun.
The most popular god of choice for outcast ogre mages is Anshar, The Night, while those that choose a World God either worship Karontor or Meriadar. Ogre mage clerics of Anshar can choose two of the following domains: Chaos, Darkness, and Evil. Ogre mage clerics of Karontor can choose two of the following domains: Animal, Bestial, Destruction, and Evil. Ogre mage clerics of Meriadar can choose two of the following domains: Art, Knowledge, Law, Luck, and Protection.