WoW Monsters

Pants

First Post
So, World of Warcraft has some pretty cool monsters and I thought I'd take it upon myself to convert some. Yeah, I know that S&S released a Warcraft Monster book sometime back, but it didn't cover many of the cool monsters that were introduced in WoW.

I'm going to try to retain as much of the flavor and original abilities that the creatures have and I'm going to stick with Warcraft flavor text, but many of these should be usable in most any fantasy setting.

So here I begin with one of the monsters that many will encounter within the Molten Core.... the Ancient Core Hound!

ANCIENT CORE HOUND
Huge Magical Beast (Extraplanar, Fire)
Hit Dice: 24d10+240 (372 hp)
Initiative: +6
Speed: 60 ft. (12 squares)
Armor Class: 35 (-2 size, +2 Dex, +25 natural), touch 10, flat-footed 33
Base Attack/Grapple: +24/+45
Attack: Bite +35 (3d8+13 plus 2d6 fire)
Full Attack: 2 bites +35 (3d8+13 plus 2d6 fire) plus 2 claws +35 (2d6+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Ancient dread, breath weapon, fiery bite, withering heat
Special Qualities: Damage reduction 10/-, darkvision 120 ft., dual mind, fast healing 10, immunity to fear, fire, mind-affecting effects, and poison, low-light vision, resistance to acid 10, scent, spell resistance 28, vulnerability to cold
Saves: Fort +24, Ref +16, Will +11
Abilities: Str 37, Dex 15, Con 30, Int 5, Wis 17, Cha 15
Skills: Listen +20, Spot +20
Feats: Ability Focus (ancient dread), Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Sunder, Power Attack
Environment: The Molten Core
Languages: Understands Ignan
Organization: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Usually neutral evil
Advancement: 25-34 HD (Huge); 35-44 HD (Gargantuan); 45+ HD (Colossal)

This massive, two-headed dog-like creature towers over you. A large, jagged horn juts from the middle of each head. Magma drips from its tooth-filled maws in thick, viscous globs. Its small, slanted eyes glow like raging infernos.

The ancient core hounds are massive, dog-like creatures that inhabit the Molten Core, the fiery domain of the Fire Lord Ragnaros. Originally native to the Firelands (Ragnaros’s home on the Elemental Plane of Fire), they were transported to Azeroth when the Dark Iron King, Thaurissan, summoned Ragnaros to the Material Plane to help defeat his enemies. Now the ancient core hounds patrol the Molten Core, occasionally surfacing in the turbulent magma pools in Blackrock Spire to make a meal of wandering orcs, dwarves, and gnomes.

Despite their limited intellect, ancient core hounds are thoroughly evil creatures. They delight in tearing into fresh mortals and the subsequent charnel house reek of smoldering flesh.
Ancient core hounds can grow to massively unknown sizes. The largest known member of their species is Magmadar, the favored pet of Ragnaros and supposed progenitor of all core hounds.

COMBAT

Ancient core hounds, while somewhat intelligent, are fairly simple opponents. They attempt to blast creatures with their breath weapon before closing in and ripping the remainder apart with their vicious fangs.

Ancient Dread (Su): An ancient core hound’s mere presence invokes a feeling of abject terror in other creatures. Creatures within 60 ft. of an ancient core hound must succeed on a DC 26 Will save or be affected as if by a confusion spell (caster level 20th) for 6 rounds. A creature that successfully saves cannot be affected again by the same ancient core hound's ancient dread for 24 hours. Other core hounds are immune to this ability. The save DC is Charisma-based and includes a +2 bonus from the ancient core hound’s Ability Focus feat.

Breath Weapon (Su): 60-foot cone, once every 4 rounds, damage 10d10 fire, Reflex DC 32 half. The save DC is Constitution-based.

Dual Mind (Ex): An ancient core hound has two heads which govern its every move, thus it doesn’t takes any penalties to hit with its secondary natural attacks (its claws). Plus, it is immune to all mind-affecting spells and effects.

Fiery Bite (Ex): An ancient core hound’s slavering maw drips with fiery magma. Its bite attacks deal an extra 2d6 points of fire damage with each hit.

Withering Heat (Su): An ancient core hound exudes an aura of incredible heat out to 40 ft. Creatures automatically take 3d6 points of fire damage each round they remain within the aura. Anyone damaged by the fire must also succeed on a DC 32 Fort save or take a -4 penalty to Con for as long as they remain within the aura plus an additional 10 rounds. This penalty to Con is not cumulative and does not stack with itself or with the withering aura of any other ancient core hounds. The save DC is Constitution-based.

Vulnerability to Cold (Ex): An ancient core hound takes half again as much (+50%) cold damage as normal, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: An ancient core hound has a +6 racial bonus on all Spot and Listen checks.

Others will be added as I work on them. I won't guarantee one a day, but I'll try. :)
 
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Pants

First Post
CORE HOUND
Large Magical Beast (Extraplanar, Fire)
Hit Dice: 12d10+72 (138 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 25 (-1 size, +3 Dex, +13 natural), touch 12, flat-footed 22
Base Attack/Grapple: +12/+22
Attack: Bite +17 (1d8+6 plus 1d6 fire)
Full Attack: 2 bites +17 (1d8+6 plus 1d6 fire) and 2 claws +17 (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Immolating blast, fiery bite
Special Qualities: Damage reduction 5/-, darkvision 120 ft., dual mind, immunity to fear, fire, mind-affecting effects, and poison, low-light vision, fiery regeneration 10, resistance to acid 10, scent, spell resistance 21, vulnerability to cold
Saves: Fort +15, Ref +11, Will +6
Abilities: Str 22, Dex 17, Con 23, Int 3, Wis 15, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Cleave, Improved Bull Rush, Improved Initiative, Power Attack
Environment: The Molten Core
Languages: Understands Ignan
Organization: Pack (4-8 core hounds)
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral evil
Advancement: 13-24 HD (Large)

This large, two-headed dog-like creature approaches you. A small, stunted horn juts from the middle of each head. Magma drips from its tooth-filled maws in thick, viscous globs. Its eyes are small, feral infernos of flame set within its blunted heads.

The core hound is the smaller, younger, and more feral version of the ancient core hound. Core hounds roam the Molten Core in savage packs, continually fighting and feeding upon anything available. Packs are dominated by the largest, most powerful core hound, although power struggles occur daily, even though core hounds do not have the ability to seriously harm one another. Duels between opposing core hounds are savage, brutal affairs and continue until one core hound falls unconscious.

Core hounds grow at a relatively quick pace with brief periods of hibernation punctuated with periods of ravenous hunger. The only thing keeping their numbers in check are the relative lack of consumable food. Though core hounds can potentially eat anything, only freshly charred meat provides them with any sustenance. During periods without food, core hounds have been known to feast upon rocks and even their own flesh.

COMBAT

Core hounds are simple opponents. The pack swarms about an enemy and bites at it until it dies. Then the core hounds feed.

Dual Mind (Ex): A core hound has two heads which govern its every move, thus it doesn’t takes any penalties to hit with its secondary natural attacks (its claws). Plus, it is immune to all mind-affecting spells and effects.

Fiery Bite (Ex): A core hound’s slavering maw drips with fiery magma. Its bite attacks deal an extra 1d6 points of fire damage with each hit.

Immolating Blast (Su): Every 1d4 rounds, when engaged in battle, a core hound reflexively releases a blast of fire from its maws as a free action. The two blasts of fire fill a 10 ft. cone. Anyone within the cone takes 3d6 points of fire damage and catches fire and begins to burn. The burning effect can be negated with a DC 23 Reflex save. A burning creature takes 1d6 points of fire damage each round for 6 rounds unless the creature takes a full-round action to put out the flames (a DC 15 Reflex save). Rolling on the ground provides the target a +2 bonus on the save. The save DC is Constitution-based.

Fiery Regeneration (Ex): A core hound has a special form of regeneration that only functions if it is within 15 ft. of a major heat source (including other core hounds). No form of damage deals lethal damage to a core hound, all damage is converted to nonlethal damage, however it does not begin regenerating hp until it gains nonlethal damage equal to or greater than, at which point its body begins to smolder, gathering heat from its surroundings to rapidly repair its damaged body.

At this point, cold damage can be used to deal lethal damage to a core hound. Moving its body away from the heat source also negates its regenerative abilities, which causes its body to quickly wither and die within 1 round.

Vulnerability to Cold (Ex): A core hound takes half again as much (+50%) cold damage as normal, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: A core hound has a +6 racial bonus on all Spot and Listen checks.
 
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Justice Gundam

First Post
Welcome back to the boards, Pants! Whoa, never thought I'd see WoW monsters converted in D&D format... and yet, here they are! You did a great job as usual... however, even with the Ability Focus feat, the DC for the Ancient Core Hound's 'Ancient Dread' looks somewhat low. Oh, well, I guess it's high enough to potentially affect fighter-types and wreak much havoc among a party...

I'll patiently wait and see what other Molten Core beasts you will convert... or perhaps the next one will be from another place entirely? Thank you very much!
 

Pants

First Post
MAGMADAR
Gargantuan Magical Beast (Extraplanar, Fire)
Hit Dice: 36d10+576 (774 hp)
Initiative: +5
Speed: 60 ft. (12 squares)
Armor Class: 60 (-4 size, +3 Dex, +40 natural, +6 deflection, +5 armor), touch 9, flat-footed 42
Base Attack/Grapple: +36/+67
Attack: Bite +51 (4d8+19/19-20 plus 4d6 fire)
Full Attack: 2 bites +51 (4d8+19/19-20 plus 4d6 fire) and 2 claws +51 (3d6+9)
Space/Reach: 20 ft./15 ft.
Special Attacks: Breath weapon, enrage, fear aura, fiery bite
Special Qualities: Damage reduction 15/-, darkvision 120 ft., dual mind, fast healing 15, immunity to death effects, fear, fire, mind-affecting effects, and poison, low-light vision, resistance to acid 10, scent, spell resistance 40, vulnerability to cold
Saves: Fort +40, Ref +27, Will +21
Abilities: Str 49 (+19), Dex 17, Con 42, Int 11, Wis 20, Cha 15
Skills: Intimidate +20, Listen +37, Spot +37, Survival +17
Feats: Awesome Blow, Cleave, Devastating Critical (bite) (DC 47), Dire Charge, Great Cleave, Improved Critical (bite), Improved Bull Rush, Improved Initiative, Improved Sunder, Overwhelming Critical (bite), Power Attack, Weapon Focus (bite)
Environment: The Molten Core
Languages: Understands Ignan
Organization: Solitary
Challenge Rating: 29
Treasure: Chains of Sulfuron and +5 bracers of armor
Alignment: Neutral evil
Advancement: Unique

This gargantuan two-headed hound towers over you. Liquid fire drips from between its fire blackened maws. Its reddish body is pocked with battle scars and long-healed flesh wounds. A pair of huge, black spiked collars encircles the squat neck of each head. A long chain hangs from each collar. The creature mere presence emanates danger, fear, and death.

Magmadar, the Hound of Ragnaros and Lord of the Core Hounds, is the most fearsome member of his species and their supposed progenitor. Few creatures in Azeroth can withstand the awesome might of Magmadar and very few have even faced him in battle.

Fueled by centuries of rage and hate, Magmadar’s intellect is vastly greater than the average core hound’s, however he is content to remain a simple guard dog for Ragnaros’s treasure. Although there seem to be no female core hounds within the Molten Core, Magmadar still somehow manages to father new litters of core hounds on a fairly regular basis. Some speculate whether Magmadar might be a female core hound or whether the pups are bred by a combination of Magmadar and the Fire Lord’s fell magic. None know and Magmadar certainly isn’t saying.

Though Magmadar is the largest known member of the core hounds, perhaps even larger specimens exist, wandering the blazing fields of the Firelands. If true, their power and capabilities would be fearsome indeed!

COMBAT

Magmadar gets very few chances to battle since very few creatures possess the power to penetrate far enough in to the Core. Those that do are invariably worn down by the wandering core hounds, molten giants, and elementals and provide little challenge against Magmadar’s ferocity. When he does get a chance against a worthy foe, he tears into mortal flesh with a childish glee. He savors the taste of charred orc flesh above all others, though he is not picky.

Breath Weapon (Su): Magmadar has two breath weapons, each is usable every 3 rounds. One is a 60-foot cone, damage 15d10 fire. The other is a ball of lava that Magmadar can launch up to 120 feet. The ball of lava explodes at a point designated by Magmadar, though the point must be on a hard surface, dealing 10d10 points of fire damage within a 15-foot radius area. The targeted square also blazes with fiery intensity, similar to a wall of fire effect (caster level 25th). A DC 44 Reflex save results in half damage on each effect. The save DC is Constitution-based.

Dual Mind (Ex): Magmadar has two heads which govern his every move, thus he doesn’t takes any penalties to hit with his secondary natural attacks (his claws). Plus, he is immune to all mind-affecting spells and effects.

Enrage (Ex): Magmadar can fly into a raging frenzy once every 6 rounds. When enraged, Magmadar generates a fear effect (see below), he can make 2 additional bite attacks during a full attack at his highest base attack bonus, and he gains a -4 penalty to his Armor Class for the duration of the enrage. The enrage lasts for 4 rounds.

Fear Aura (Sp): Magmadar radiates a 30-foot-radius fear aura whenever he enrages. Affected creatures must succeed on a DC 30 Will save or be affected as though by a fear spell (caster level 25th) for 4 rounds. The save DC is Charisma-based.

Fiery Bite (Su): Magmadar’s slavering maw drips with fiery magma. Its bite attacks deal an extra 4d6 points of fire damage with each hit. Additionally, anyone who takes this damage burns with supernatural intensity for 4 rounds, taking 2d6 points of fire damage per round. The burning can be abated if the creature takes more than 15 points of cold in one round. Water alone cannot douse the supernaturally intensity of the fire.

True Seeing (Su): Magmadar has a continuous true seeing ability, as the spell (caster level 25th).

Vulnerability to Cold (Ex): Magmadar takes half again as much (+50%) cold damage as normal, regardless of whether a saving throw is allowed, or if the save is a success or failure. Additionally, if Magmadar fails a saving throw against a cold spell while he is enraged his enrage will prematurely end.

Possessions: Magmadar possesses a pair of spiked, linked collars known as the Chains of Sulfuron. Forged within Ragnaros’s fiery palace of Sulfuron in the Firelands, the chains grant Magmadar a +6 deflection bonus to Armor Class, a +4 resistance bonus on all saves, and immunity to death effects. The chains have a caster level of 27th with an overpowering aura of transmutation and necromancy. As far as is known, the chains function only for Magmadar.

Magmadar also possesses a pair of +5 bracers of armor forged from adamantine and dark iron ore (treat as cold iron) which he wears on his front legs.

Skills: Magmadar has a +8 racial bonus on all Spot and Listen checks.

Same picture as the ancient core hound, yeah I know, but they pretty much look the same. :)

This is my first epic critter in a long time, here's to hoping that it holds up to scrutiny!
 
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Pants

First Post
Justice Gundam said:
Welcome back to the boards, Pants! Whoa, never thought I'd see WoW monsters converted in D&D format... and yet, here they are! You did a great job as usual... however, even with the Ability Focus feat, the DC for the Ancient Core Hound's 'Ancient Dread' looks somewhat low. Oh, well, I guess it's high enough to potentially affect fighter-types and wreak much havoc among a party...
Thanks. I boosted the Ancient Core Hound's Cha by 4 to boost its save DC.

I'll patiently wait and see what other Molten Core beasts you will convert... or perhaps the next one will be from another place entirely? Thank you very much!
I'll be focusing on Molten Core monsters for now, though I plan on doing a few BWL critters, Immol'thar from Dire Maul, and devilsaurs! More probably too, as long as I can convert them without taking away the flavor of their abilities.
 

Pants

First Post
MOLTEN GIANT
Colossal Giant (Fire)
Hit Dice: 26d8+260 (377 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 33 (-8 size, +1 Dex, +30 natural), touch 3, flat-footed 32
Base Attack/Grapple: +19/+50
Attack: Slam +27 (4d6+15/19-20) or rock +12 ranged (3d8+15 plus 2d6 fire)
Full Attack: 2 slams +27 (4d6+15/19-20) or rock +12 ranged (3d8+15 plus 2d6 fire)
Space/Reach: 30 ft./30 ft.
Special Attacks: Dazing blow, rock throwing, spell-like abilities
Special Qualities: Damage reduction 15/-, darkvision 90 ft., immunity to fire, low-light vision, rock catching, vulnerability to cold
Saves: Fort +25, Ref +11, Will +12
Abilities: Str 40, Dex 13, Con 30, Int 13, Wis 14, Cha 14
Skills: Hide +1*, Intimidate +31, Listen +20, Sense Motive +10, Spot +20, Survival +6
Feats: Awesome Blow, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Environment: The Molten Core
Languages: Speaks Dwarven, Ignan, and Undercommon
Organization: Solitary or pair
Challenge Rating: 19
Treasure: None
Alignment: Usually lawful evil
Advancement: By character class

This giant, barely humanoid creature is a conglomerate of rocky sinews and rivulets of liquid fire. Its massive fists resemble great hunks of burning rock. Its face is an almost featureless protrusion of rock on its massive frame.

The molten giants are the massive guardians of the Molten Core. None shall pass into the Core without the approval of Ragnaros and the molten giants make sure to enforce those orders. Ultimately, the molten giants answer directly to their superior, a massively powerful giant named Golemagg the Incinerator and one of Ragnaros’s Lieutenants.

Molten giants are not thought to be native to the Firelands like many of Ragnaros’s other minions. It is speculated that molten giants were merely a race of giants native to Azeroth that Ragnaros corrupted to his will after his arrival on this plane.

COMBAT

Molten giants are simple melee opponents, though they almost always fight in pairs. They use their rocky fists to smash anyone within their range to a pasty pulp before attempting to combat any out of range creatures either with thrown boulders or their minimal spell-like abilities.

Dazing Blow (Ex): A molten giant’s melee attacks can be overwhelming. If a molten giant makes a successful critical hit with a melee attack, the creature struck must make a DC 38 Fort save or be stunned for 1 round. The save DC is Strength-based.

Rock Throwing (Ex): The range increment is 140 feet for a molten giant’s thrown rocks. A molten giant usually throws magma encrusted boulders. A thrown rock deals an extra 2d6 points of fire damage.

Spell-Like Abilities: At will – fire shield (warm only), pyrotechnics (DC 14); 3/day – scorching ray (+12 ranged touch), wall of fire; 1/day – fireball (DC 15). Caster level 20th. The save DC’s are Charisma-based.

Vulnerability to Cold (Ex): A molten giant takes half again as much (+50%) cold damage as normal, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: *A molten giant blends in almost perfectly with the fiery terrain of the Molten Core. A molten giant gains a +6 racial bonus on Hide checks in the Molten Core.

MOLTEN GIANTS WITH CLASS LEVELS
Elite molten giants, known collectively as molten destroyers, often possess fighter or barbarian levels. Molten destroyers often wield greatswords, heavy flails, or heavy maces forged from adamantine or hewn directly from the rock walls. Fighter is the molten giant’s favored class.
 
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sdavis75

First Post
You done some really good work here. Though I haven't gone over the stats with a fine toothed comb, on their face they seem tight. The descriptive text and such is very well written, better then some I've seen in published work. Well done!

Cheers!

SD
 

Pants

First Post
FLAME IMP
Small Elemental (Extraplanar, Fire)
Hit Dice: 8d8+8 (44 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 size, +5 Dex, +4 natural), touch 18, flat-footed 19
Base Attack/Grapple: +6/+3
Attack: Claw +12 melee (1d3+1 plus 1d4 fire)
Full Attack: 2 claws +12 melee (1d3+1 plus 1d4 fire) and bite +10 melee (1d4 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fiery attacks, fire nova
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, spell resistance 16, swarmfighting, vulnerability to cold
Saves: Fort +4, Ref +11, Will +3
Abilities: Str 13, Dex 20, Con 13, Int 9, Wis 13, Cha 14
Skills: Hide +14, Move Silently +15
Feats: Improved Initiative, Multiattack, Weapon Finesse
Environment: The Molten Core
Languages: Speaks Ignan
Organization: Group (2-4), pack (4-12), or swarm (6-24)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 9-16 HD (Small)

This small, stunted creature has blazing red skin, long, pointed ears and a large nose. Its hands are overly large and tipped with sharp claws. Its lower jaw juts forward, revealing rows of sharp teeth. Raging, chaotic fire dances within its small eyes.

Flame imps are the rodents of the Molten Core; uncontrolled, unliked, and barely tolerated. They gather together in large packs, fighting, breeding, and causing as much destruction as possible. It is believed that when the Emperor Thaurissan summoned Ragnaros into Azeroth, the original flame imps were ‘accidentally’ brought through as well. Now they infest the lower regions of Blackrock Mountain and the ash-covered plains of the Burning Steppes. Dark iron dwarves actively hunt down flame imps that find their way into the Blackrock Depths, seeing them less as Ragnaros’s minions and more as filthy rodents.

The life of a flame imp is usually short – a flash in the pan. Core hounds eat entire packs that get in their way and the other denizens of the Molten Core, at best, are ambivalent to their presence. The salamander lord, Lucifron, has managed to gather together several packs of flame imps to serve as guardians. Unfortunately, the chaotic nature of the flame imps makes their strict duty all but impossible.

Flame imps reproduce by setting fires. A fire that a flame imp sets that is allowed to burn continuously for at least an hour grows into an immature flame imp. Flame imp young resemble small, dancing flames. As they reach maturity, the flames gradually morph into the features common to flame imp adults. Flame imps reach maturity in about two days, although no one really knows how long flame imp can live, seeing as they usually get killed or eaten by some larger, more dangerous creature. A slain flame imp’s body quickly dissolves into ash within 2 rounds of the creature’s death.

COMBAT

Flame imps swarm about their opponents, biting and clawing, hoping that numbers are enough to take them down. They often set up simple ambushes, hiding about the nooks and crannies of the Core, leaping out upon anything that looks even weaker than themselves.

A flame imp’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiery Attacks (Su): A flame imp’s claw and bite attacks deal an extra 1d4 points of fire damage.

Fire Nova (Su): A flame imp can release a nova of flame from its body once every 3 rounds. The fire nova deals 1d6 points of fire damage per 4 Hit Dice that the flame imp possesses (max 4d6 at 16 HD). The fire nova has a radius of 15 ft. and a DC 16 Reflex save halves the damage. The save DC is Constitution-based.

Pack Mentality (Ex): When gathered together into large packs, flame imps can become truly frightening opponents. A flame imp gains a +1 morale bonus to attack rolls and Will saves for every other three flame imps that are within 20 feet and are in combat (max +8).

Swarmfighting (Ex): Up to three flame imps can occupy the same 5-foot square without taking any penalties. A flame imp gains a +1 dodge bonus to its Armor Class for every other flame imp that occupies the same 5-foot square as it (max +3).

Vulnerability to Cold (Ex): A flame imp takes half again as much (+50%) cold damage as normal, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Skills: A flame imp has a +4 racial bonus on Move Silently checks.
 
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Pants

First Post
sdavis75 said:
You done some really good work here. Though I haven't gone over the stats with a fine toothed comb, on their face they seem tight. The descriptive text and such is very well written, better then some I've seen in published work. Well done!

Cheers!

SD
Thanks! :)
 


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