demiurge1138
Inventor of Super-Toast
KAMU NO ONI
Large Outsider (Chaos, Evil, Extraplanar, Shadowlands Oni)
Hit Dice: 10d8+70 (115 hp)
Initiative: +2
Speed: 40ft (8 squares)
Armor Class: 25 (-1 size, +2 Dex, +14 natural), touch 11, flat-footed 21
Base Attack/Grapple: +10/+21
Attack: Slam +16 melee (1d8+7)
Full Attack: 2 slams +16 melee (1d8+7) and bite +14 melee (2d6+3)
Space/Reach: 10ft/10ft (5ft with bite)
Special Attacks: Chew 4d6+7, fear aura, improved grab, trample 3d6+10
Special Qualities: Blindsight 120ft, change shape, damage reduction 10/good and jade, darkvision 60ft, immune to disease and poison, regeneration 2, resistance to cold 10, electricity 10 and fire 10, SR 21, telepathy 100ft
Saves: Fort +14, Ref +9, Will +6
Abilities: Str 24, Dex 15, Con 25, Int 7, Wis 9, Cha 13, Taint 8
Skills: Balance +17, Climb +20, Intimidate +14, Jump +26, Listen +12, Tumble +17
Feats: Ability Focus (fear aura), Cleave, Multiattack, Power Attack
Environment: Tarterian Depths of Carceri (Shadowlands)
Organization: Solitary, squad (2-20) or horde (20-120)
Challenge Rating: 10
Treasure: Half standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: +9
This monster has a humanoid form clad in thick chitin, but has no head, merely a fang-lined hole in its neck where a head ought to be. Its muscled arms twitch as if in anticipation.
Restless and cruel, the kamu no oni are the primary shock troops of oni armies, a role which they serve gleefully. They are intensely stupid creatures, rushing into combat whenever they can. They even start fights with each other in order to enjoy the feeling of bones breaking beneath their fists. Fortunately for them, and unfortunately for their opponents, such attacks deal no permanent damage.
A kamu no oni stands 9 feet tall and weighs about 400 pounds. They are among the least likely oni to communicate with other creatures or to assume the form of a humanoid.
Combat
Kamu no oni literally live for combat, throwing themselves into the heart of a melee and pounding opponents to a pulp. Small puny creatures that don’t put up much of a fight are grabbed and chewed to death in its jaws, but more worthy combatants are met toe to toe.
The natural attacks of a kamu no oni, as well as any weapon it wields, are treated as chaotic aligned and evil aligned for the purposes of overcoming damage reduction.
Chew (Ex): A creature grabbed by a kamu no oni is held in the creature’s mouth and chewed, taking 4d6+7 points of damage every round.
Fear Aura (Su): A kamu no oni can emit a 30ft radius aura of fear as a free action. Affected creatures must succeed on a DC 18 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves against a kamu 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.
Improved Grab (Ex): In order to use this ability, a kamu no oni must hit an opponent with its bite attack. It can then make a grapple check as a free action without provoking attacks of opportunity. If it gets a hold, it can chew.
Trample (Ex): Reflex half DC 22. The save DC is Strength based.
Blindsight (Ex): A kamu no oni can sense vibrations, sound and heat, giving it blindsight to a radius of 120ft. Beyond this distance, a kamu no oni is effectively blind.
Regeneration (Ex): A kamu 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: 10d8+70 (115 hp)
Initiative: +2
Speed: 40ft (8 squares)
Armor Class: 25 (-1 size, +2 Dex, +14 natural), touch 11, flat-footed 21
Base Attack/Grapple: +10/+21
Attack: Slam +16 melee (1d8+7)
Full Attack: 2 slams +16 melee (1d8+7) and bite +14 melee (2d6+3)
Space/Reach: 10ft/10ft (5ft with bite)
Special Attacks: Chew 4d6+7, fear aura, improved grab, trample 3d6+10
Special Qualities: Blindsight 120ft, change shape, damage reduction 10/good and jade, darkvision 60ft, immune to disease and poison, regeneration 2, resistance to cold 10, electricity 10 and fire 10, SR 21, telepathy 100ft
Saves: Fort +14, Ref +9, Will +6
Abilities: Str 24, Dex 15, Con 25, Int 7, Wis 9, Cha 13, Taint 8
Skills: Balance +17, Climb +20, Intimidate +14, Jump +26, Listen +12, Tumble +17
Feats: Ability Focus (fear aura), Cleave, Multiattack, Power Attack
Environment: Tarterian Depths of Carceri (Shadowlands)
Organization: Solitary, squad (2-20) or horde (20-120)
Challenge Rating: 10
Treasure: Half standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: +9
This monster has a humanoid form clad in thick chitin, but has no head, merely a fang-lined hole in its neck where a head ought to be. Its muscled arms twitch as if in anticipation.
Restless and cruel, the kamu no oni are the primary shock troops of oni armies, a role which they serve gleefully. They are intensely stupid creatures, rushing into combat whenever they can. They even start fights with each other in order to enjoy the feeling of bones breaking beneath their fists. Fortunately for them, and unfortunately for their opponents, such attacks deal no permanent damage.
A kamu no oni stands 9 feet tall and weighs about 400 pounds. They are among the least likely oni to communicate with other creatures or to assume the form of a humanoid.
Combat
Kamu no oni literally live for combat, throwing themselves into the heart of a melee and pounding opponents to a pulp. Small puny creatures that don’t put up much of a fight are grabbed and chewed to death in its jaws, but more worthy combatants are met toe to toe.
The natural attacks of a kamu no oni, as well as any weapon it wields, are treated as chaotic aligned and evil aligned for the purposes of overcoming damage reduction.
Chew (Ex): A creature grabbed by a kamu no oni is held in the creature’s mouth and chewed, taking 4d6+7 points of damage every round.
Fear Aura (Su): A kamu no oni can emit a 30ft radius aura of fear as a free action. Affected creatures must succeed on a DC 18 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves against a kamu 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.
Improved Grab (Ex): In order to use this ability, a kamu no oni must hit an opponent with its bite attack. It can then make a grapple check as a free action without provoking attacks of opportunity. If it gets a hold, it can chew.
Trample (Ex): Reflex half DC 22. The save DC is Strength based.
Blindsight (Ex): A kamu no oni can sense vibrations, sound and heat, giving it blindsight to a radius of 120ft. Beyond this distance, a kamu no oni is effectively blind.
Regeneration (Ex): A kamu no oni takes normal damage from jade weapons, good aligned weapons, and spells or effects with the Good descriptor.
Demiurge out