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Converting Dark*Matter Creatures

Agreed that the Cha score is too low.

Actually, reading the original text, the regen sounds almost like fast healing. Then again, the ogre mage has regeneration. How would you like to go on this?

To be honest, they really sound mostly like ogre magi, and we could probably do worse than starting there for our stats.
 

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Yeah, I agree. It's certainly a lot like the ogre mage, with a few differences; mainly, no supernatural powers beyond the shapeshifting and whatever it is about their presence that induces violence.

As such, I'd indeed go with regeneration rather than fast healing, for the sake of convenience.
 

Fair enough.

We did a unique critter a while back with some "incite violence" type powers. We'd have to edit some, but maybe one of these would be inspirational:

Bloodlust (Su): All creatures within 99 yards of Merendil must make a DC 22 Will save every round or attack another creature (toward which they have an Indifferent or worse attitude) within their sight. This ability drains one stored magic level per hour. This is a mind-affecting compulsion effect. The save DC is Charisma-based.

Incite Murder (Su): Merendil may expend one stored magic level to compel a single individual to (attempt to) murder one specified creature. The target of this ability may resist the compulsion with a DC 22 Will save; otherwise, the compulsion lasts for 24 hours. This is a mind-affecting compulsion effect. The save DC is Charisma-based.

Incite Riot (Su): Merendil may expend one stored magic level to cause all creatures within 99 feet to begin rioting and looting the nearest community. This is a mind-affecting compulsion effect that lasts for 24 hours or until the mob can be calmed by some means. Each creature may make a DC 22 Will save to resist the compulsion. The save DC is Charisma-based.
 

Stats-wise, running it through the converter gets us Strength 22, Dexterity 14, Constitution 22, Intelligence 16, Wisdom 16, Charisma 3.

Most of it looks fine to me, but the Charisma score is way too low for a disguising magical creature. Should we knock it up to 10, maybe even higher?

Yes, it definitely needs a higher Charisma. I'm not sure they need to have that high an Int or Wis since what I remember of Oni stories suggests they're not that bright.

How about giving them an Ogre Mage's mental scores of Int 14, Wis 14, Cha 17? I'm also tempted to increase the Strength a tad and maybe cut the Dexterity.

Strength 23, Dexterity 13, Constitution 22, Intelligence 14, Wisdom 14, Charisma 17 ?
 

Demon, Oni
CR: 5
Huge Outsider (Chaotic, Evil, Extraplanar)
Hit Die: 5d8+30
Hit Points: 52
Massive Damage Threshold: 22
Initiative: +1
Speed: 30 ft.
Defense: 14, touch 10, flat-footed 13 (-1 size, +1 dex, +4 natural)
Base Attack Bonus: +5
Grapple: +15
Attack: +10 melee (2d4+6, gore) or +11 melee (2d8+6, kanabo)
Full attack: +10 melee (2d4+6, gore) or +11 melee (2d8+6, kanabo)
Fighting Space: 10 ft. by 10 ft.
Reach: 10 ft.
Special Qualities: Change shape, damage reduction 5/ballistic or cold iron, immunity to fire, incite rage, regeneration 5
Allegiances: Violence, evil
Saves: Fort +10, Ref +5, Will +6
Action Points: 0
Reputation: +0
Abilities: Str 23, Dex 13, Con 22, Int 14, Wis 14, Cha 17
Skills: Bluff +11, Concentration +14, Disguise +11, Intimidate +11, Jump +14, Knowledge (Arcane Lore) +10, Listen +10, Perform (Act) +11, Read/Write Abyssal, Read/Write Japanese, Search +10, Speak Abyssal, Speak Japanese, Spot +10
Feats: Ability Focus (Incite Rage), Archaic Weapons ProficiencyB, Weapon Focus (Kanabo)
Advancement: By character class
Possessions: Kanabo*, crude clothing.
*The kanabo is a heavy weapon, wieldable only by size Large creatures, that deals 2d8 points of Bludgeoning damage. It otherwises works as per a greatclub.

Violent, horned ogre-like demons, the Japanese oni is a fearsome brute that thrives on violence. These bloodthirsty demons can have red, blue, or black skin and are only found in places of extreme violence. An oni will attempt to infiltrate the ranks of a group of human warriors (such as a platoon of soldiers or a special operations team) that shows potential for violence; those that continue to engage in atrocities such as slaughter of the innocent and cannibalism, becoming just as depraved as the oni itself; other warriors are merely deemed unfit to live, and are often consumed by their oni commander once they are killed.


Species Traits
Change Shape (Su): An oni can assume the form of any Medium-size or Large humanoid or giant. An oni cannot use this ability during violent weather such as hurricanes and monsoons, and automatically returns to its normal shape during such adverse weather conditions.

Incite Rage (Su): Once per day, an oni can plant the seed of hatred into the hearts of those around it. Anyone within a 30-foot radius must make a Will save (DC 17) or attack another creature within sight.

Regeneration (Ex): Acid and ballistic damage deal normal damage to the oni. An oni 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 oni cannot regrow lost body parts.


Oni In Dungeons and Dragons
Environment: Any evil-aligned plane
Treasure: Standard
Alignment: Chaotic Evil

Oni relish violent combat, and are thus likely to be found leading the ranks of orcs, hobgoblins, and similar warmongering races. Oni in fantasy settings have Damage Reduction that is bypassed by magic or cold iron.


Oni is © 2000 Wizards of the Coast, Inc.
Originally found in Dark*Matter: The Final Church
 
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Looks a good start. A Large greatclub is probably the best fit to a kanabo - 2d8+9 damage.
D20 Modern's greatclub deals 1d10 damage (all weapons in d20 Modern have a set size, a la 3.0), so 2d8 will be an "in Dungeons and Dragons" note, I'm guessing. In any case, updated.


For skills, I'm thinking 8 ranks each in the following:
  • Bluff
  • Concentration
  • Disguise
  • Intimidate
  • Jump
  • Knowledge (Arcane Lore)
  • Listen
  • Search
  • Spot
  • 1 other skill (perhaps Perform [Act] to compliment the disguise?)


As for feats, I definitely think Ability Focus (Incite Rage) would be good for one feat. Not so sure about the other, though I'm guessing Power Attack or Weapon Focus (Kanabo) would be useful.
 

If you want to make the kanabo a distinct weapon, it can deal 2d8, can't it? ;)

Skills sound good, including act. Go with Weapon Focus, I think.
 

If you want to make the kanabo a distinct weapon, it can deal 2d8, can't it? ;)

Skills sound good, including act. Go with Weapon Focus, I think.

Quite, just add a note that the kanabo is a Greatclub that's so big and heavy only a Large creature can wield it, which does 2d8 bludgeoning.
 

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