demiurge1138
Inventor of Super-Toast
GEKIDO NO ONI
Large Outsider (Chaos, Evil, Extraplanar, Shadowlands Oni)
Hit Dice: 19d8+133 (218 hp)
Initiative: +8
Speed: 50ft (10 squares)
Armor Class: 30 (-1 size, +4 Dex, +17 natural), touch 13, flat-footed 27
Base Attack/Grapple: +19/+32
Attack: Claw +28 melee (2d8+9/19-20x2)
Full Attack: 2 claws +28 melee (2d8+9/19-20x2), bite +26 melee (3d6+4) and 2 kicks +25 melee (2d6+4)
Space/Reach: 10ft/10ft
Special Attacks: Fear aura, frenzy, rend 4d8+13, spell-like abilities, trample 8d6+13
Special Qualities: Change shape, damage reduction 15/good or jade, immune to disease and poison, regeneration 3, resistance to cold 10, electricity 10 and fire 10, spell resistance 29, telepathy 100ft
Saves: Fort +18, Ref +15, Will +12
Abilities: Str 28, Dex 19, Con 25, Int 11, Wis 13, Cha 17, Taint 10
Skills: Balance +6, Climb +31, Disguise +3*, Hide +22, Intimidate +25, Jump +41, Listen +23, Move Silently +26, Spot +26, Tumble +28
Feats: Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (claw, bite)
Environment: Tarterian Depths of Carceri (Shadowlands)
Organization: Solitary, knot (2-5) or tangle (6-36)
Challenge Rating: 17
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 20-38 HD (Large), 39-57 HD (Huge)
Level Adjustment: -
Wiry and stooped, this creature is vaguely humanoid, with leathery skin and a back covered in hundreds of long spines. Its hands and feet end in incredibly long claws. Its mouth stretches across the entire width of its reptilian face, and is filled with thousands of sharp teeth.
The most powerful soldiers of the oni armies, gekido no oni are the physical embodiment of all the rage and hate of the Shadowlands. They respect only the oni overlords, and chafe under the commands of akuma no oni generals, occasionally starting a bloody rebellion. Despite this, the danger they pose to other oni is nothing compared to the danger they pose to all other life in the multiverse. Worse yet, they are fairly common oni, traveling in huge tangles and killing all in their path.
A gekido no oni’s full height is about 9 feet, but they generally walk bent over and hunched unless raging. They weigh approximately 400 pounds.
Combat
A gekido no oni begins combat by trampling opponents, rolling into a spiny ball and barreling over them at high speeds. After crushing unworthy opponents, they join melee with their claws, teeth and powerful kicks, only using their spell-like abilities if commanded to. Their most fearsome ability is their frenzy, which not even they have perfect control over.
The natural attacks of a gekido no oni, as well as any weapon it wields, are treated as chaotic aligned and evil aligned for the purposes of overcoming damage reduction.
Fear Aura (Su): A gekido no oni can emit a 30ft radius aura of fear as a free action. Affected creatures must succeed on a DC 22 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves against a gekido no oni’s fear aura cannot be affected by that oni’s aura for 24 hours. Other oni are immune to the aura. The save DC is Charisma based.
Frenzy (Ex): Whenever a gekido no oni threatens a critical hit with a natural attack, it flies into a blood frenzy. When frenzying, a gekido no oni gains a +6 bonus to its Strength and Constitution scores, a +3 morale bonus to all Will saves, and acts under the effects of a haste spell. The frenzy also imposes a -2 penalty to Armor Class, but the gekido no oni’s hide actually thickens, increasing its natural armor bonus by +5. A gekido no oni cannot end its frenzy prematurely, and takes no penalties when the frenzy ends. The frenzy lasts for a number of rounds equal to 3 + the oni’s newly increased Constitution modifier.
When frenzying, a gekido no oni’s statistics are as follows: HD 19d8+190 (275 hp); Speed 80ft (16 squares); Armor Class 34 (-1 size, +4 Dex, +22 natural, +1 haste, -2 frenzy); Attack Claw +32 melee (2d8+12); Full Attack 3 claws +32 melee (2d8+12), bite +30 melee (3d6+6) and 2 kicks +29 melee (2d6+6); Saves Fort +21, Ref +16, Will +15; Str 34, Con 31; Climb +34, Jump +54. The damage from the creature’s rend attack increases to 4d8+18, and the damage from its trample attack increases to 8d6+18. The save DC for the trample increases to 30.
Rend (Ex): When a gekido no oni hits an opponent with both claw attacks, it grabs the flesh and pulls, dealing an additional 4d8+13 damage.
Spell-like Abilities: At will – bull’s strength, darkness, vampiric touch; 3/day – cloud of Taint (DC 17). Caster level 12th. The save DCs are Charisma based.
Trample (Ex): Reflex half DC 27. The save DC is Strength based.
Regeneration (Ex): A gekido no oni takes normal damage from jade weapons, good aligned weapons and spells or effects with the Good descriptor.
Demiurge out.
Large Outsider (Chaos, Evil, Extraplanar, Shadowlands Oni)
Hit Dice: 19d8+133 (218 hp)
Initiative: +8
Speed: 50ft (10 squares)
Armor Class: 30 (-1 size, +4 Dex, +17 natural), touch 13, flat-footed 27
Base Attack/Grapple: +19/+32
Attack: Claw +28 melee (2d8+9/19-20x2)
Full Attack: 2 claws +28 melee (2d8+9/19-20x2), bite +26 melee (3d6+4) and 2 kicks +25 melee (2d6+4)
Space/Reach: 10ft/10ft
Special Attacks: Fear aura, frenzy, rend 4d8+13, spell-like abilities, trample 8d6+13
Special Qualities: Change shape, damage reduction 15/good or jade, immune to disease and poison, regeneration 3, resistance to cold 10, electricity 10 and fire 10, spell resistance 29, telepathy 100ft
Saves: Fort +18, Ref +15, Will +12
Abilities: Str 28, Dex 19, Con 25, Int 11, Wis 13, Cha 17, Taint 10
Skills: Balance +6, Climb +31, Disguise +3*, Hide +22, Intimidate +25, Jump +41, Listen +23, Move Silently +26, Spot +26, Tumble +28
Feats: Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (claw, bite)
Environment: Tarterian Depths of Carceri (Shadowlands)
Organization: Solitary, knot (2-5) or tangle (6-36)
Challenge Rating: 17
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 20-38 HD (Large), 39-57 HD (Huge)
Level Adjustment: -
Wiry and stooped, this creature is vaguely humanoid, with leathery skin and a back covered in hundreds of long spines. Its hands and feet end in incredibly long claws. Its mouth stretches across the entire width of its reptilian face, and is filled with thousands of sharp teeth.
The most powerful soldiers of the oni armies, gekido no oni are the physical embodiment of all the rage and hate of the Shadowlands. They respect only the oni overlords, and chafe under the commands of akuma no oni generals, occasionally starting a bloody rebellion. Despite this, the danger they pose to other oni is nothing compared to the danger they pose to all other life in the multiverse. Worse yet, they are fairly common oni, traveling in huge tangles and killing all in their path.
A gekido no oni’s full height is about 9 feet, but they generally walk bent over and hunched unless raging. They weigh approximately 400 pounds.
Combat
A gekido no oni begins combat by trampling opponents, rolling into a spiny ball and barreling over them at high speeds. After crushing unworthy opponents, they join melee with their claws, teeth and powerful kicks, only using their spell-like abilities if commanded to. Their most fearsome ability is their frenzy, which not even they have perfect control over.
The natural attacks of a gekido no oni, as well as any weapon it wields, are treated as chaotic aligned and evil aligned for the purposes of overcoming damage reduction.
Fear Aura (Su): A gekido no oni can emit a 30ft radius aura of fear as a free action. Affected creatures must succeed on a DC 22 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves against a gekido no oni’s fear aura cannot be affected by that oni’s aura for 24 hours. Other oni are immune to the aura. The save DC is Charisma based.
Frenzy (Ex): Whenever a gekido no oni threatens a critical hit with a natural attack, it flies into a blood frenzy. When frenzying, a gekido no oni gains a +6 bonus to its Strength and Constitution scores, a +3 morale bonus to all Will saves, and acts under the effects of a haste spell. The frenzy also imposes a -2 penalty to Armor Class, but the gekido no oni’s hide actually thickens, increasing its natural armor bonus by +5. A gekido no oni cannot end its frenzy prematurely, and takes no penalties when the frenzy ends. The frenzy lasts for a number of rounds equal to 3 + the oni’s newly increased Constitution modifier.
When frenzying, a gekido no oni’s statistics are as follows: HD 19d8+190 (275 hp); Speed 80ft (16 squares); Armor Class 34 (-1 size, +4 Dex, +22 natural, +1 haste, -2 frenzy); Attack Claw +32 melee (2d8+12); Full Attack 3 claws +32 melee (2d8+12), bite +30 melee (3d6+6) and 2 kicks +29 melee (2d6+6); Saves Fort +21, Ref +16, Will +15; Str 34, Con 31; Climb +34, Jump +54. The damage from the creature’s rend attack increases to 4d8+18, and the damage from its trample attack increases to 8d6+18. The save DC for the trample increases to 30.
Rend (Ex): When a gekido no oni hits an opponent with both claw attacks, it grabs the flesh and pulls, dealing an additional 4d8+13 damage.
Spell-like Abilities: At will – bull’s strength, darkness, vampiric touch; 3/day – cloud of Taint (DC 17). Caster level 12th. The save DCs are Charisma based.
Trample (Ex): Reflex half DC 27. The save DC is Strength based.
Regeneration (Ex): A gekido no oni takes normal damage from jade weapons, good aligned weapons and spells or effects with the Good descriptor.
Demiurge out.