demiurge1138
Inventor of Super-Toast
The 3e Oriental Adventures was full of wonderful, flavorful monsters, especially Legends of the Five Rings monsters. My personal favorites were the Shadowlands oni... except that their stats were pretty poor, like most 3e outsiders.
So I decided to fix them.
Shadowlands Oni
Enemies of the gods and foe to all that is good, the monsters known as Shadowlands oni are an assortment of wicked outsiders similar to demons. They are native to the prison plane of Carceri and like all its residents, seek to escape. Fortunately for them, and unfortunately for all mortals, the taint of the Shadowlands oni is so strong that it bleeds out into the Material Plane, forming pockets of corruption generally known as the Shadowlands. Oni in a Shadowlands on the Material Plane seek only to spread its taint, killing intelligent life and destroying all in their path in tribute to primal evil.
Oni traits: All Shadowlands oni have the following racial traits:
Immunities: Oni are immune to disease and poison.
Resistances: Oni have cold, electricity and fire resistance 10
Change Shape (Su): An oni can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, an oni loses its natural weapons (although they may choose to equip themselves with weapons and armor instead). An oni remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the oni reverts to its natural form when killed. A true seeing spell reveals its natural form.
Telepathy (Su): Oni can communicate telepathically with any creature within 100ft that has a language.
Skills: *When using change shape, all oni receive a +10 circumstance bonus on Disguise checks.
Unless otherwise noted, all Shadowlands oni speak Oni, Abyssal and Common
A note on conversion: This conversion of the Shadowlands oni is an attempt to make them more generic, fit for inclusion in any D&D campaign. As such, although references to Taint rules and spells utilizing or affecting Taint remain, all references to honorable weapons and the Shadowlands of Rokugan have been eliminated. For those playing in a Rokugan campaign, feel free to replace references to good-aligned weapons with honorable ones, references to evil-aligned weapons with dishonorable ones and add more Rokugan-appropriate spells and spell-like abilities.
Games that do not use the Taint mechanic can still use the Shadowlands oni without much difficulty. The Taint score can be ignored without much effect, and the cloud of Taint spell-like ability can be safely replaced with chaos hammer or unholy blight. The Tainted aura spell-like ability can be safely replaced with unholy aura. The oni overlord’s breath of Taint ability can be modified to deal negative levels or possibly Constitution damage instead of Taint.
The relevant spell-like abilities have been duplicated below.
Cloud of Taint
Evocation (Evil)
Level: Cleric 4, Sor/Wiz 4 (Tainted spellcasters only)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft +10ft/level)
Area: 20ft radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You call upon the raw power of Taint to smite your enemies, creating a cold cloud of greasy darkness. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to untainted creatures and sickens them for 1d4 rounds. A successful Fortitude save reduces damage by half and negates the sickening effect. Sickened creatures must make an additional Fortitude save or gain a Taint score of 1d3.
The spell only deals half damage to creatures with Taint scores and they are not sickened. A successful saving throw reduces damage by half again.
Tainted Aura
Abjuration (Evil)
Level: Cleric 8, Sor/Wiz 8 (Tainted spellcasters only)
Components: V, S, F
Casting Time: 1 standard action
Range: 20ft
Targets: One creature/level in a 20ft radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A greasy malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by untainted creatures and infecting them with the Taint when they strike the subjects. This abjuration has four effects.
First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus to saves. Unlike the effects of protection from good, this benefit applies to all attacks, not just attacks by good creatures.
Second, the warded creatures gain SR 25 against Good spells and spells cast by creatures without a Taint score or any Shadowlands subtype.
Third the abjuration blocks possession and mental influence, just as protection from good does.
Finally, if a creature without a Taint score or any Shadowlands subtype succeeds in a melee attack against a warded creature, the offending attacker gains a Taint score of 1d3 (Fortitude save negates).
Focus: An oni’s claw or tooth, engraved with mystical symbols and prepared with ointments. This focus costs at least 500 gp.
Demiurge out.
So I decided to fix them.
Shadowlands Oni
Enemies of the gods and foe to all that is good, the monsters known as Shadowlands oni are an assortment of wicked outsiders similar to demons. They are native to the prison plane of Carceri and like all its residents, seek to escape. Fortunately for them, and unfortunately for all mortals, the taint of the Shadowlands oni is so strong that it bleeds out into the Material Plane, forming pockets of corruption generally known as the Shadowlands. Oni in a Shadowlands on the Material Plane seek only to spread its taint, killing intelligent life and destroying all in their path in tribute to primal evil.
Oni traits: All Shadowlands oni have the following racial traits:
Immunities: Oni are immune to disease and poison.
Resistances: Oni have cold, electricity and fire resistance 10
Change Shape (Su): An oni can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, an oni loses its natural weapons (although they may choose to equip themselves with weapons and armor instead). An oni remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the oni reverts to its natural form when killed. A true seeing spell reveals its natural form.
Telepathy (Su): Oni can communicate telepathically with any creature within 100ft that has a language.
Skills: *When using change shape, all oni receive a +10 circumstance bonus on Disguise checks.
Unless otherwise noted, all Shadowlands oni speak Oni, Abyssal and Common
A note on conversion: This conversion of the Shadowlands oni is an attempt to make them more generic, fit for inclusion in any D&D campaign. As such, although references to Taint rules and spells utilizing or affecting Taint remain, all references to honorable weapons and the Shadowlands of Rokugan have been eliminated. For those playing in a Rokugan campaign, feel free to replace references to good-aligned weapons with honorable ones, references to evil-aligned weapons with dishonorable ones and add more Rokugan-appropriate spells and spell-like abilities.
Games that do not use the Taint mechanic can still use the Shadowlands oni without much difficulty. The Taint score can be ignored without much effect, and the cloud of Taint spell-like ability can be safely replaced with chaos hammer or unholy blight. The Tainted aura spell-like ability can be safely replaced with unholy aura. The oni overlord’s breath of Taint ability can be modified to deal negative levels or possibly Constitution damage instead of Taint.
The relevant spell-like abilities have been duplicated below.
Cloud of Taint
Evocation (Evil)
Level: Cleric 4, Sor/Wiz 4 (Tainted spellcasters only)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft +10ft/level)
Area: 20ft radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You call upon the raw power of Taint to smite your enemies, creating a cold cloud of greasy darkness. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to untainted creatures and sickens them for 1d4 rounds. A successful Fortitude save reduces damage by half and negates the sickening effect. Sickened creatures must make an additional Fortitude save or gain a Taint score of 1d3.
The spell only deals half damage to creatures with Taint scores and they are not sickened. A successful saving throw reduces damage by half again.
Tainted Aura
Abjuration (Evil)
Level: Cleric 8, Sor/Wiz 8 (Tainted spellcasters only)
Components: V, S, F
Casting Time: 1 standard action
Range: 20ft
Targets: One creature/level in a 20ft radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A greasy malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by untainted creatures and infecting them with the Taint when they strike the subjects. This abjuration has four effects.
First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus to saves. Unlike the effects of protection from good, this benefit applies to all attacks, not just attacks by good creatures.
Second, the warded creatures gain SR 25 against Good spells and spells cast by creatures without a Taint score or any Shadowlands subtype.
Third the abjuration blocks possession and mental influence, just as protection from good does.
Finally, if a creature without a Taint score or any Shadowlands subtype succeeds in a melee attack against a warded creature, the offending attacker gains a Taint score of 1d3 (Fortitude save negates).
Focus: An oni’s claw or tooth, engraved with mystical symbols and prepared with ointments. This focus costs at least 500 gp.
Demiurge out.
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