Welcome to June! This month’s RPG Blog Carnival is being hosted by Christian at Advantage on Arcana. Christian wants to discuss Cyclopes, Ettins, Hill Giants, and Ogres or rather their boring and redundant nature.
Christian puts it succinctly: (and I’m quoting directly from his post since I couldn’t state it better), “Ogres are big, slow-witted, and aggressive. Ettins are big, slow-witted, and aggressive, traits which cause difficulty between their two heads. Cyclopes are big, slow-witted, aggressive, and monocular. It’s all rather one-note. For that matter, I think hill giants suffer the same problem: they are big, slow-witted, aggressive, and hungry.” Thank you Christian
Four adversaries for the price of one with minor cosmetic changes. Imagine Star Trek if ALL the myriad bumpy-headed aliens we’ve encountered over 60 years of the franchise only ever acted like Klingons. Urg. (to say the least)
In that vein, I have four BIG adversaries that turn the concepts not so much topsy-turvy but rather turn left at the blind alley and full speed ahead into the brick wall. Christian also requests refraining from using AI artwork. Christian, these are highly specific concepts, I’ll do my best.
Cyclops / Psyclops
Cyclopes: What does the Fifth Edition Monster Manual say?
Cyclopes are gigantic, one-eyed descendants of the gods. Using their mystical vision, cyclopes can witness how future events are likely to occur. © 2014, 2024 Wizards of the Coast
Ok, that’s slightly better than big, slow-witted, aggressive, and monocular. However, the stats and artwork still portray those four attributes. How about…
Psyclopes – A single Psyclops is a towering horror of muscle, psychic power and prophecy. Its single blazing eye is not limited to brute perception but awakened to a terrifying psychic potential. It is rumored that these rare cyclopes can hear the fractured whispers of ancient titans echoing through their minds. In battle, a Psyclops combines the savage strength of a traditional cyclops with devastating psionic assaults. Though capable of crushing foes with massive clubs and improvised weapons from the battlefield, a Psyclops instead prefers to attack with waves of mental force that splinter concentration and flood its enemies with visions of doom. Blazing and unblinking, its eye can lock onto prey and unleash psychic lances capable of stunning weaker minds or hurling creatures backward through sheer telekinetic power. Even more dangerous, in battle a Psyclops often experiences brief flashes of the future, making its attacks unnervingly precise and allowing it to anticipate ambushes before they occur. Adventurers who mistake the Psyclops for its simpler cousin quickly learn that escaping the grasp of its psychic warfare is far more difficult than surviving its strength alone.
Psyclops
Huge Giant (Psionic), Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 168 (16d12 + 64)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 11 (+0) | 18 (+4) | 18 (+4) | 16 (+3) | 18 (+4) |
Saving Throws Wis +7, Cha +8
Skills Intimidation +8, Perception +7
Damage Resistances Psychic
Senses Passive Perception 17
Languages Giant, Deep Speech
Challenge 10 (5,900 XP)
Psychic Foresight
The Psyclops constantly experiences fragmented flashes of the future. It cannot be surprised and has advantage on initiative rolls.
Additionally, once per round when a creature the Psyclops can see attacks it, the Psyclops may impose disadvantage on the attack roll as it briefly predicts the strike.
Psionic Aura
Creatures of the Psyclops’ choice within 20 feet of it must make a DC 16 Wisdom saving throw at the start of their turn or suffer disorienting psychic static until the start of their next turn. Affected creatures have disadvantage on Concentration checks and cannot take reactions.
Siege Monster
Using the power of projected thoughts, the Psyclops deals double damage to objects and structures.
Actions
Multiattack
The Psyclops makes two Psychic Lance attacks or one Psychic Lance attack and one Slam attack.
Psychic Lance
Ranged Spell Attack: +8 to hit, range 120 ft., one target.
Hit: 22 (4d8 + 4) psychic damage, and the target must succeed on a DC 16 Intelligence saving throw or be stunned until the end of its next turn.
Wave of Mental Force (Recharge 5–6)
The Psyclops emits a blast of crushing psychic energy in a 30-foot cone. Creatures in the area must make a DC 16 Intelligence saving throw.
On a failed save, a creature takes 36 (8d8) psychic damage, is pushed 20 feet away, and is knocked prone as horrifying visions overwhelm its mind. On a successful save, the creature takes half damage and is not pushed or knocked prone.
Creatures that fail the save by 5 or more are also frightened until the end of their next turn.
Telekinetic Crush
The Psyclops targets one Large or smaller creature it can see within 60 feet. The target must succeed on a DC 16 Strength saving throw or be lifted helplessly into the air.
Until the start of the Psyclops’ next turn, the creature is restrained and takes 14 (4d6) force damage. The Psyclops may then hurl the creature up to 30 feet in any direction, causing it to fall prone and take normal falling damage if applicable.
Slam
Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage. Using any improvised weapon found on the battlefield.
Legendary Action (Optional)
If used as a solo boss creature, the Psyclops can take 2 legendary actions, choosing from the options below. Only one legendary action may be used at a time and only at the end of another creature’s turn.
Psychic Pulse
One creature within 60 feet must succeed on a DC 16 Wisdom saving throw or take 10 (3d6) psychic damage.
Telekinetic Step
The Psyclops moves up to half its speed without provoking opportunity attacks.
Glimpse Beyond (Costs 2 Actions)
The Psyclops peers briefly into possible futures. Until the start of its next turn, attack rolls against it are made with disadvantage.
Ettins / Day-Nighttens

Ettins are physically powerful Giants with two heads. While many ettins have features similar to hill giants, others have more bestial or unusual traits, such as tusks, short horns, or a single eye on each head. © 2014, 2024 Wizards of the Coast
The fifth edition D&D Monster Manual short description of an Ettin is “Quarrelsome Two-Headed Giant” The D8 table immediately following has suggestions for the different quarrels the heads are having. Almost as if getting the monster’s attention is the first part of the encounter. If that’s all the Monster Manual can provide as help for the DM, then not even Wizards if the Coast can see beyond the “standard big, slow-witted, and aggressive” stereotype. How about…?
Day-Nightten
The Day-Nightten is a bizarre and deeply unsettling giant whose two twin heads are never awake nor visible at the same time (save for the brief instant as one dozes into slumber and nestles among its downy locks of hair and the other awakens). As one head slowly droops into slumber, muttering half-finished thoughts and fading dreams, the other stirs awake with an entirely different voice, demeanor, and temperament. One head may be jovial, curious, and strangely helpful – greeting travelers warmly, offering crude advice, or laughing thunderously at its own jokes – while the other awakens bitter, paranoid, and violently quarrelsome, treating the same strangers as thieves or enemies moments later. The personalities are often diametrically opposed: refined and snobbish contrasted with filthy and crude, cheerful optimism replaced by simmering rage, generosity turning instantly to suspicion. Adventurers rarely witness the actual exchange between the two minds, for the transition is uncanny to behold: one active head dozing off mid-sentence as the other slowly awakens, continuing the thoughts but now driven by the new personality. Many who survive encounters with a Day-Nightten come away uncertain whether they met one creature, two separate creatures or two souls trapped forever within the same monstrous body.
Day-Nightten
Large Giant, Chaotic Neutral
The Day-Nightten is an eerie cousin of the Ettin whose two heads alternate existence in a strange waking/sleeping cycle. Contrary to what the nomenclature implies, the sleep/wake cycle does NOT follow the clock or any discernable order. Only one head is ever fully visible and conscious at a time, while the dormant head withdraws beneath thick, tangled masses of hair and flesh. The change is random and can happen midsentence. Each personality possesses entirely different memories, moods, and social tendencies, making every encounter unpredictable. *NOTE* Day and Night refer to diametrically opposed personalities, not the cycle of head availability.
Armor Class 13 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 8 (-1) | 17 (+3) | 9 (-1) | 12 (+1) | 14 (+2) |
Saving Throws Wis +4, Cha +5
Skills Insight +4, Intimidation +5, Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Giant, Common (broken)
Challenge 6 (2,300 XP)
Dual Personas
At the start of each combat encounter, roll 1d6 to determine which personality is awake.
| d6 | Personality |
| 1–3 | Day Head – Jovial, curious, talkative |
| 4–6 | Night Head – Hostile, paranoid, cruel |
The active personality alters the creature’s behavior and abilities.
Personality Shift
When the Day Nightten takes 30 or more damage in a single round, it must make a DC 15 Constitution saving throw. On a failure, the active head falls asleep and the opposite personality awakens.
When this occurs:
- The Day Nightten immediately removes the frightened or charmed condition from itself.
- All creatures within 15 feet must succeed on a DC 13 Wisdom saving throw or become unnerved by the grotesque transformation, suffering disadvantage on their next attack roll.
A creature witnessing the shift for the first time has disadvantage on this saving throw.
Day Head Traits
The Day Head is curious and strangely social. It often delays violence unless threatened. It will NEVER attack unprovoked.
Helpful Curiosity
The Day Nightten has advantage on Insight checks and may choose to deal nonlethal damage with any attack.
Confusing Conversation
As a bonus action, the Day Nightten rambles with distracting friendliness. One creature within 30 feet that can hear it must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its turn.
Night Head Traits
The Night Head is suspicious, territorial, and prone to sudden violence.
Violent Suspicion
The Day-Nightten has advantage on initiative rolls.
Furious Blows
Once per turn, the Night Head deals an extra 7 (2d6) damage on a melee hit.
Actions
Multiattack
The Day Nightten makes two attacks with its Morningstar or two Rock attacks.
Morningstar
Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 18 (3d8 + 5) piercing damage.
Used if the Night Head is active, the target must succeed on a DC 14 Wisdom saving throw or become frightened of the Day-Nightten until the end of its next turn.
Rock / Large Improvised Weapon
Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target.
Hit: 21 (3d10 + 5) bludgeoning damage.
Usually not used by the “Day” head
Half-Asleep Murmurs (Recharge 5–6)
The active head begins muttering fragments of dreams and unfinished thoughts. Perceptive Adventurers familiar with Day-Nighttens will know this as the cue the Heads are readying for the switch. Creatures of the Day-Nightten’s choice within 20 feet must succeed on a DC 13 Wisdom saving throw or become confused until the end of their next turn.
While confused in this way, a creature:
- Cannot take reactions
- Has disadvantage on Wisdom checks
- Must subtract 1d4 from attack rolls
Roleplaying the Day-Nightten
A Day-Nightten encounter should feel unpredictable rather than immediately hostile. Adventurers may negotiate peacefully with one personality only to accidentally awaken the other moments later. Some Day-Nighttens have developed elaborate systems to avoid sleeping entirely, fearing what their opposite self may do while awake. Others intentionally switch personalities to manipulate or terrify travelers.
Hill Giants / G.I.Ants
Hill Giants are one of six types of Giants currently listed in the 5e D&D Monster Manual. Storm Giants (Rank 1): are the tallest and wisest. These chaotic good philosophers control the weather, live in remote peaks or deep oceans, and act as prophets. Cloud Giants (Rank 2): are vain but highly intelligent tricksters who reside in majestic castles floating in the sky. They are obsessed with status and wealth. Fire Giants (Rank 3): are relentless, tyrannical masters of industry and warfare who live in volcanoes. They are master smiths who create legendary armor and weapons. Frost Giants (Rank 4): are brutal, pillaging warriors of the icy tundras who view physical strength and martial prowess above all else. Stone Giants (Rank 5): Reclusive, artistic hermits who live deep within mountains or the Underdark. They often view the outside world as a fleeting dream. Hill Giants (Rank 6): The lowest of the low. They are selfish, dim-witted brutes whose only concerns are eating, raiding, and being bossed around by larger giants.
Among hidden valleys, pristine waterfalls, and game-filled slopes, hill giants usually find their needs met by nature’s bounty. What the wilderness doesn’t provide, hill giants make, crafting clothes, tools, and weapons from rocks, wood, and hides. When they encounter strangers, hill giants might be suspicious and protective of their territories, but some might be convinced to share their bounties with travelers willing to entertain them. © 2014, 2024 Wizards of the Coast
Actually Giants in D&D are pretty well-rounded, but we’re being asked to look specifically at Hill Giants which fits the stereotype nicely. Rather than coming up with a a new Giant Caste for The Ordning, how about?…
Dai’Lekh is vengeful wizard and also the Big Bad of my regular Tuesday evening game. The Soulforger is responsible for some of the interesting home-brewed monsters we’ve faced. It only makes sense that he’s behind the
G.I.Ants
Dai’Lekh’s G.I.Ants are among the Soulforger’s most chilling creations — an entire colony of common ants reshaped through forbidden alchemy and cruel arcane experimentation into a disciplined army of towering insectoid soldiers. Standing roughly the height of a human, these creatures retain the segmented bodies, chitinous armor, twitching antennae, and relentless hive instincts of their tiny ancestors, but now march upright upon four powerful hind limbs like grotesque centaur-like war insects. Their two enlarged forelimbs have evolved into dexterous arms capable of wielding cruel polearms, hooked blades, shields, and siege tools with terrifying coordination. Unlike mindless vermin, Dai’Lekh engineered absolute loyalty into the colony’s collective psyche; each soldier functions as part of a vast living military machine, obeying commands instantly without fear, hesitation, or mercy. Their clicking battle-chatter echoes across the battlefield in eerie unison while pheromone signals allow entire formations to maneuver with impossible precision. Individually dangerous, the true horror of the G.I.Ants emerges when hundreds advance together in perfect synchronization, a living tide of chitin, steel, and hive-born obedience marching beneath the banner of Dai’Lekhs growing empire.
After searching for G.I. Ant imagery, that book cover is what I found. That and WHOLE bunch of stills from an episode of Phineas and Ferb as well one or two from The Magic School Bus. Sorry Christian I’m going to need some AI help with this one.

G.I. Ants
Medium Monstrosity (Hive), Lawful Evil
The G.I. Ants are the backbone of Dah’Lek’s chitinous armies — relentless insectoid warriors bred for obedience, discipline, and overwhelming numbers. Though individually expendable, they fight with terrifying coordination and utter fearlessness.
Armor Class 16 (chitinous armor)
Hit Points 45 (6d8 + 18)
Speed 40 ft., climb 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 16 (+3) | 7 (-2) | 12 (+1) | 6 (-2) |
Saving Throws Con +5
Skills Athletics +5, Perception +3
Damage Resistances Poison
Condition Immunities Frightened
Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 13
Languages Understands Giant and the pheromone-signals of Dah’Lek’s armies but cannot speak
Challenge 3 (700 XP)
Hive Coordination
A G.I. Ant has advantage on attack rolls against a creature if at least one allied Legion Ant Soldier is within 5 feet of the target.
Relentless Obedience
The G.I. Ant cannot willingly retreat unless magically compelled or ordered by a superior hive commander.
Pheromone Network
While within 60 feet of another G.I. Ant, the creature cannot be surprised.
Spider Climb
The G.I. Ant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack
The G.I. Ant makes two attacks with its Chitin Spear or one Mandible attack and one Chitin Spear attack.
Chitin Spear
Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target.
Hit: 9 (1d10 + 3) piercing damage.
Mandibles
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 3) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be grappled.
While grappled in this way, the target’s speed becomes 0.
Coordinated Rush (Recharge 5–6)
The G.I. Ant emits rapid clicking commands through the hive network. Up to three allied G.I. Ants within 30 feet may immediately move up to half their speed without provoking opportunity attacks.
Tactical Behavior
G.I. Ants rarely fight alone. They pin enemies in place with their mandibles while surrounding targets with disciplined spear formations. They favor ambushes in narrow tunnels, trenches, and ruined city streets where their coordination and climbing abilities allow them to attack from walls and ceilings simultaneously.
Though lacking creativity, their unwavering obedience makes them terrifying siege infantry in large numbers.
Ogres / 00Ghre
Ogres are brutal marauders and ravenous giants born from cruel and malevolent powers. Dwelling among shattered ruins, desolate badlands, and forsaken wildernesses, they prey upon isolated villages and unsuspecting travelers with savage delight. Driven by endless hunger and greedy impulses, ogres seize food, plunder valuables, and delight in smashing delicate crafts, fine art, books, machinery, and anything created with patience or care. Their destruction is often fueled as much by spite as by greed. At times they drag captives away to be devoured later, though on rare occasions an ogre may spare a musician, storyteller, or other amusing curiosity that momentarily captures its dim and fickle attention.
Ogres are 10-foot-tall brutes that overwhelm their foes and take what spoils they please. Ogre raiders ally with other evil forces in return for food, riches, and promises of battle. © 2014, 2024 Wizards of the Coast
Ogres, big, dumb, brutish, not the type of person you’d invite over for tea. We can do better.
00Ghre Agent of His Majesty
Not all ogres are witless brutes lurking beneath broken bridges and raiding frontier villages. Hidden among the shadowed machinery of His Majesty’s Secret Service exists a rare and terrifying breed known only in hushed tavern whispers as the Crown Oghres. They are massive agents of espionage, intimidation, and sanctioned violence. Towering over nine feet tall and still every bit as ugly, scarred, and bloodthirsty as their savage kin, these ogres have nevertheless been trained in the finer arts of civilization: etiquette, gambling, interrogation, courtly deception, and the proper tailoring of a velvet smoking jacket. Where a common ogre smashes down tavern doors, a Crown Oghre strolls through the front entrance with impossible confidence, immediately becoming the center of attention. Conversations quiet. Eyes turn. Some stare in fear, others in fascination, and more than a few barmaids find themselves utterly captivated by the creature’s rough charisma and dangerously confident grin.
Though sophisticated by ogre standards, a Crown Oghre remains undeniably monstrous. They still enjoy cracking bones, threatening informants, and leaving broken furniture behind after tavern brawls. Yet they conduct themselves with surprising refinement between acts of brutality. A Crown Oghre gathers secrets over long poker games with merchants, mercenaries, and corrupt nobles, bluffing with thick-fingered precision while casually draining tankards of imported mead; always shaken, never stirred. They possess an uncanny ability to shift from charming raconteur to terrifying executioner in the blink of an eye. One moment they are laughing thunderously at their own jokes while complimenting the tavern cook; the next they are calmly dragging a spy into a dark alley by the ankle for “further discussion on behalf of the Crown.” Many enemies underestimate them, assuming no ogre capable of wearing cufflinks could also be a deadly operative. Most never survive long enough to repeat that mistake.
00Ghre Crown Operative
“For Crown and Carnage.”
Large Giant, True Neutral
Crown Oghre Operatives are elite agents employed by His Majesty’s Secret Service. They are towering monsters trained in espionage, intimidation, courtly etiquette, and sanctioned brutality. Though every bit as savage and bloodthirsty as common ogres, these rare individuals possess razor-sharp instincts for manipulation, interrogation, and social infiltration. In civilized society they are impossible to ignore: immaculately dressed, dangerously charming, and terrifyingly intelligent beneath their brutish appearance.
A Crown Oghre is as comfortable sipping imported mead at a royal gala as it is snapping a spy’s spine in a back alley. Everything they do is for King and Country
Armor Class 17 (tailored reinforced suit)
Hit Points 138 (12d10 + 72)
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 14 (+2) | 22 (+6) | 13 (+1) | 14 (+2) | 18 (+4) |
Saving Throws Con +10, Wis +6, Cha +8
Skills Deception +8, Insight +6, Intimidation +8, Perception +6, Persuasion +8, Sleight of Hand +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks while wearing its tailored court suit
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Giant, Thieves’ Cant
Challenge 9 (5,000 XP)
Sophisticated Menace
The Crown Oghre has advantage on Charisma checks made against humanoids who are not hostile toward it.
Creatures that fail an Insight check contested by the agent’s Deception believe him to be surprisingly civilized and trustworthy despite its monstrous appearance.
Tavern Intelligence Network
While in a tavern, casino, gambling hall, noble court, or similar social setting, the Crown Oghre gains advantage on:
- Wisdom (Insight)
- Charisma (Persuasion)
- Charisma (Deception)
Additionally, it can usually identify the most influential or suspicious person in the room within 1 minute of observation.
Brutal Efficiency
When the Crown Ogre reduces a creature to 0 hit points, all enemies within 15 feet who can see it must succeed on a DC 16 Wisdom saving throw or become frightened until the end of their next turn.
Shaken, Not Stirred
The Crown Oghre has advantage on saving throws against poison and being charmed.
Actions
Multiattack
The Crown Oghre makes two attacks with its Cane Blade, Heavy Pistol Crossbow, or Brutal Fists.
Cane Blade
Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 16 (2d10 + 5) slashing damage plus 7 (2d6) sneak attack damage if the ogre has advantage on the attack roll or an ally is within 5 feet of the target.
The cane appears ornamental until drawn.
Heavy Pistol Crossbow
Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target.
Hit: 14 (2d8 + 5) piercing damage.
Hidden within the ogre’s tailored sleeve or walking cane.
Brutal Fists
Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 18 (3d8 + 5) bludgeoning damage.
If the target is Medium or smaller, it must succeed on a DC 17 Strength saving throw or be thrown up to 10 feet and knocked prone.
Charming Conversation (Recharge 5–6)
The Crown Oghre chooses one humanoid within 30 feet that can hear it speak. The target must succeed on a DC 16 Wisdom saving throw or become charmed for 1 minute.
While charmed in this way, the creature views the ogre as sophisticated, charismatic, and oddly trustworthy despite obvious warning signs.
The effect ends immediately if the ogre attacks the target.
“We Need To Talk”
The Crown Oghre attempts to quietly remove a target from public view. One creature grappled by the ogre is silenced by sheer terror and intimidation.
While grappled this way:
- The target cannot speak above a whisper
- The target has disadvantage on attempts to escape
- The ogre has advantage on Intimidation checks against the target
Bonus Actions
Pocket Bribe
The Crown Oghre produces expensive liquor, gold, stolen jewelry, or scandalous information.
One humanoid creature within 15 feet gains disadvantage on its next saving throw against being charmed or deceived by the agent.
Legendary Reputation
Stories of Crown Oghre Operatives circulate through the criminal underworld:
- They always know your name.
- They always arrive overdressed.
- They never spill their drink during a fight.
- If one offers you a card game, you have already lost something important.
Image Credits:
Giant Size Comparison Chart is borrowed from Pintrest ©2009 Paizo Inc. Modifications by Alien Graphics
Cyclops from The Seventh Voyage of Sinbad still ©1958 Columbia Pictures
Cyclopean mystic: A surreal tarot card depiction of inner vision and strength – By Cici Adobe Stock #1324823391
Ettin borrowed from CritRoleStats ©2018 Pablo Agurcia
Day-Nightten image is a modified image of Disney’s BFG (2016), the image has been modified by Alien Graphics in Photoshop
Hill Giants image is borrowed from DnD Beyond ©2014, 2024 Wizards of the Coast, Art by Johan Grenier
G.I. Ant book cover is borrowed from Amazon.com and is ©Barb Hicks
G.I. Ant base image was built using ChatGPT using prompts by Alien Graphics ©2026 Alien Graphics
Ogre image is borrowed from the Guild Wars 2 Official Wiki Concept art by Kekai Kotaki and is available under the GNU Free Documentation License 1.3 (GFDL)
00Ghre is a modified version of the Ogre image. Modified by Alien Graphics in Photoshop.
All verbiage unless otherwise noted is ©2026 Alien Graphics and all imagery unless otherwise noted is ©2026 Alien Graphics and shared under the CC BY-NC-SA









