The Shadowlands Oni (Updated 10-17: oni Overlord)

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
 

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The worst part of this one was rewriting the ethereal escape ability so that it made sense...

SHIKIBU NO ONI
Small Outsider (Chaos, Evil, Extraplanar, Shadowlands Oni)

Hit Dice: 11d8+66 (115 hp)
Initiative: +9
Speed: 20ft (4 squares)
Armor Class: 25 (+1 size, +5 Dex, +9 natural)
Base Attack/Grapple: +11/+10
Attack: Slam +17 melee (1d4+3)
Full Attack: 2 slams +17 melee (1d4+3)
Space/Reach: 5ft/5ft
Special Attacks: Frightful presence, spell-like abilities
Special Qualities: Change shape, damage reduction 10/good, darkvision 60ft, ethereal escape, immune to disease and poison, regeneration 5, resistance to cold 10, electricity 10 and fire 10, spell resistance 23, telepathy 100ft
Saves: Fort +13, Ref +12, Will +10
Abilities: Str 16, Dex 20, Con 23, Int 16, Wis 16, Cha 20, Taint 12
Skills: Balance +7, Bluff +19, Concentration +13, Diplomacy +23, Disguise +19* (+21* acting), Hide +23, Intimidate +21, Jump -1, Listen +17, Move Silently +19, Sense Motive +17, Spot +17, Tumble +12
Feats: Dodge, Improved Initiative, Quicken Spell-like Ability (death knell), Weapon Finesse
Environment: Tarterian Depths of Carceri (Shadowlands)
Organization: Solitary or retinue (1 plus 22 HD of undead)
Challenge Rating: 11
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 12-22 HD (Small), 23-33 HD (Medium)
Level Adjustment: -

You see a malformed dwarfish humanoid, pudgy and bloated, its skin the color of a frozen corpse. A bright blue beard grows from its chin, its teeth are orange tusks, and its blank green eyes stare at you.

Covert agents of the oni, shikibu no oni are commonly found in Material Plane cities, working to bring its citizens to ruin. Cruel and mischievous, they delight in spreading lies, bringing disgrace to noble houses, and driving people into madness, Taint and ruin.

Shikibu no oni are almost never seen in their horrible natural forms, preferring to masquerade as one of the mortal races. Although they will adopt any form that suits their purposes, their favorite disguise is as a recently deceased resident of the community they are haunting, using this form to sow confusion and even working their way into a household to destroy it from within. Even when disguised, a shikibu no oni will maintain a lair in a nearby graveyard, where it will store its undead minions and have a constant supply of rotting corpses to feed on.

A shikibu no oni stands only four feet tall and weighs around 100 pounds.

Combat
Shikibu no oni prefer to avoid combat whenever possible, changing their forms frequently and moving from place to place to avoid arousing suspicion. If forced into combat, they use their spell-like abilities to disable and hinder opponents while their undead minions do most of the dirty work. If slain, they use their ethereal escape ability to possess a nearby corpse or undead minion, then flees to recover.

The natural attacks of a shikibu no oni, as well as any weapon it wields, are treated as chaotic aligned and evil aligned for the purposes of overcoming damage reduction.

Frightful Presence (Ex): All creatures within 30ft of a charging or attacking shikibu no oni must succeed on a DC 20 Will save or be shaken for 5d6 rounds. Creatures that successfully save cannot be affected by the frightful presence of that shikibu no oni for the next 24 hours. Other oni are immune to the shikibu no oni’s frightful presence.

Spell-like Abilities: At will – darkness, death knell (DC 17), doom (DC 16), detect thoughts (DC 17), ray of enfeeblement; 3/day – bestow curse (DC 19), cloud of Taint (DC 19), ray of exhaustion (DC 18); 1/day – animate dead, ethereal jaunt, fear (DC 19), slay living (DC 20). Caster level 11th. The save DCs are Charisma based.

Ethereal Escape (Su): Once per day, a shikibu no oni reduced to 0 or fewer hit points can cheat death by assuming ethereal form (as per the spell ethereal jaunt). It then has 1 minute to possess a corpse or mindless undead (such as a skeleton or zombie). If it successfully possesses a corpse, the corpse acts as a zombie, except that it retains the shikibu no oni’s mental ability scores and does not have the partial actions only quality. The possessed corpse transforms into a replica of the shikibu no oni’s original form over a period of 2d4 minutes, after which time the shibuki no oni’s original hit points and abilities are fully restored.

Corpses possessed and transformed into a shikibu no oni cannot be restored to life via raise dead, resurrection or reincarnate. A true resurrection or miracle spell will restore the creature to life, however. A corpse wearing a jade talisman cannot be possessed by a shikibu no oni, and the creature’s ethereal form cannot pass through a jade barrier. If the shikibu no oni is incapable of possessing a corpse in the minute after assuming ethereal form, it dies instantly.

Regeneration (Ex): A shikibu no oni takes normal damage from jade weapons, good aligned weapons, and spells or effects with the Good descriptor.

Demiurge out.
 

YATTOKO NO ONI
Huge Outsider (Chaos, Evil, Extraplanar, Shadowlands Oni)

Hit Dice: 14d8+84 (147 hp)
Initiative: +5
Speed: 40ft (8 squares), burrow 30ft
Armor Class: 25 (-2 size, +5 Dex, +12 natural), touch 13, flat-footed 20
Base Attack/Grapple: +14/+28
Attack: Bite +18 melee (2d4+6)
Full Attack: Bite +18 melee (2d4+6) and 6 claws +16 melee (2d8+3/17-20x3)
Space/Reach: 15ft/10ft
Special Attacks: Augmented criticals, fear aura, improved grab, spell-like abilities, swallow whole
Special Qualities: Change shape, damage reduction 10/good and jade, darkvision 60ft, immune to disease and poison, regeneration 4, resistance to cold 10, electricity 10 and fire 10, spell resistance 25, telepathy 100ft, tremorsense 60ft
Saves: Fort +15, Ref +14, Will +12
Abilities: Str 22, Dex 21, Con 22, Int 14, Wis 15, Cha 18, Taint 11
Skills: Climb +22, Concentration +22, Diplomacy +6, Disguise +4* (+6* acting), Hide +18, Jump +27, Knowledge (planes) +27, Listen +19, Move Silently +22, Search +19, Sense Motive +19, Spot +19
Feats: Cleave, Improved Critical (claw), Improved Sunder, Multiattack, Power Attack
Environment: Tarterian Depths of Carceri (Shadowlands)
Organization: Solitary or pack (3-6)
Challenge Rating: 13
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 15-28 HD (Huge), 29-42 HD (Gargantuan)
Level Adjustment: -

The creature before you bears a superficial resemblance to some sort of massive bipedal insect or spider, balanced on two skinny legs and with six twitching arms tipped with jagged claws. Its head is like that of a giant mantis, with segmented eyes and a large pair of mandibles. But its most noticeable feature is the gaping chitinous maw growing from its back, two plates lined with sharp spines.
The yattoko no oni are a reclusive breed of oni that bury themselves in the sands of Shadowlands deserts waiting for prey. Fairly intelligent, they still prefer the simple lifestyle of an animal, emerging from the sands only to feed.

Yattoko no oni are among the most primitive of the oni, and they were among the first oni to be formed. As such, their memory stretches back much farther than those of most of their kind, and a yattoko no oni can be a valuable repository for planar lore. The problem lies, of course, in getting the oni to share its knowledge instead of just eating the supplicant.

A yattoko no oni is about 18 feet long and weighs over a ton.

Combat
Yattoko no oni are ambush hunters, bursting from the sands and grabbing a lone traveler, then disappearing again to finish its meal. If one finds itself in a fight with multiple opponents, they distract their opponents with summoned swarms and darkness before closing in on a weak-looking opponent to consume. Against heavily armed warriors, they first break weapons before attacking the victim themselves.

The natural attacks of a yattoko no oni, as well as any weapon it wields, are treated as chaotic aligned and evil aligned for the purposes of overcoming damage reduction.

Augmented Criticals (Ex): The claws of a yattoko no oni are unusually sharp, threatening a critical hit on a roll of 19-20 and dealing x3 damage on a successful critical hit.

Fear Aura (Su): A yattoko no oni can emit a 30ft radius aura of fear as a free action. Affected creatures must succeed on a DC 21 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves against a yattoko 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 yattoko no oni must hit an opponent with its claw or 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 attempt to swallow the grappled creature whole.

Spell-like Abilities:
At will – darkness, summon swarm; 1/day – cloud of Taint (DC 18), insect plague. Caster level 13th. The save DCs are Charisma based.

Swallow Whole (Ex): By making a successful grapple check, a yattoko no oni can transfer a grabbed opponent of up to two sizes smaller from its jaws or claws into the mouth on its back. Swallowed creatures are enclosed in the maw and take 4d6+9 points of bludgeoning and piercing damage and 8 points of acid damage every round. The maw is too restrictive to allow swallowed creatures to cut their way out, but a swallowed opponent can make a grapple check to force open the maw and climb out. Even if the yattoko no oni is killed, its maw remains closed stuck, dealing the bludgeoning and piercing damage to creatures still swallowed. When forcing the maw of a dead yattoko no oni open, the oni is assumed to be taking 10 on its grapple check.

A yattoko no oni’s maw can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminutive or smaller opponents.

Regeneration (Ex): A yattoko no oni takes normal damage from jade weapons, good aligned weapons, and spells or effects with the Good descriptor.

Skills: Yattoko no oni have a +4 racial bonus on all Hide checks and a +8 racial bonus on all Knowledge (planes) checks.

Demiurge out.
 


Krishnath said:
Evil. I like. :]
Thanks.

This next one was especially bland in the OA book, so I have no idea how my flavor-text compares to anything "official". And I changed the spell immunity ability to be slightly less useless, among other things.

UGULU NO ONI
Large Outsider (Chaos, Evil, Extraplanar, Shadowlands Oni)

Hit Dice: 14d8+112 (175 hp)
Initiative: +5
Speed: 40ft (8 squares)
Armor Class: 28 (-1 size, +1 Dex, +18 natural), touch 9, flat-footed 26
Base Attack/Grapple: +14/+26
Attack: Claw +21 melee (2d6+8) or gore +22 melee (2d8+8)
Full Attack: 2 claws +21 melee (2d6+8), gore +17 melee (2d8+4) and bite +16 melee (1d8+4)
Space/Reach: 15ft/15ft
Special Attacks: Fear aura, powerful charge 4d8+12, spell-like abilities
Special Qualities: Change shape, damage reduction 10/good and jade, darkvision 60ft, immune to disease and poison, regeneration 3, resistance to cold 10, electricity 10 and fire 10, spell immunity, spell resistance 28, telepathy 100ft
Saves: Fort +17, Ref +10, Will +11
Abilities: Str 27, Dex 13, Con 26, Int 11, Wis 15, Cha 15, Taint 9
Skills: Bluff +19, Concentration +26, Diplomacy +6, Disguise +2* (+4* acting), Intimidate +21, Jump +29, Listen +19, Search +17, Sense Motive +19, Spot +19
Feats: Cleave, Great Cleave, Improved Initiative, Power Attack, Weapon Focus (gore)
Environment: Tarterian Depths of Carceri
Organization: Solitary or unit (2-8)
Challenge Rating: 14
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 15-28 HD (Large), 29-42 HD (Huge)
Level Adjustment: -

This creature is a massive humanoid covered in a thick purplish hide and coarse hair. Curving red horns grow from its brow above glowing orange eyes. Its hands and feet each end in four long claws. A long shaggy mane of purple-black hair runs from its head down its back.

Ugulu no oni are fearsome brutes used as bodyguards by elite oni, a position they dislike. They are renowned for their incredibly short temper, and anything that could possibly be taken as a slight is instantly a fighting offense, even when the creature has assumed mortal form.

The ugulu no oni are remarkably resistant to spells and possess more spell-like abilities than might be implied by their relative stupidity. Their arcane prowess was instilled into them through decades of selective breeding and magical manipulation, and the ugulu no oni haven’t yet gotten used to the fact that they have magical power. Arcane displays of all sorts fascinate them, and they are attracted to wizards and sorcerers – although this usually manifests itself in the creature throwing a murderous tantrum when the arcanist stops entertaining them, or by the oni pulling the mage apart to see how it works.

An ugulu no oni stands between 13 and 15 feet tall and weighs over a ton.

Combat
Ugulu no oni love combat, and in it use their sweeping claws and powerful horns and teeth to make mincemeat of opponents. They open combat with a powerful charge, and almost always attack spellcasters first. If outmatched in melee or commanded to by a superior, they will use their spell-like abilities.

The natural attacks of an ugulu 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): An ugulu no oni can emit a 30ft radius aura of fear as a free action. Affected creatures must succeed on a DC 19 Will save or be affected as though by a fear spell (caster level 10th). A creature that successfully saves against an ugulu 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.

Powerful Charge (Ex): An ugulu no oni usually begins combat by lowering its head and goring opponents on its powerful horns. In addition to the normal benefits and hazards of a charge, this allows the ugulu no oni to make a single gore attack at a +24 bonus that deals 4d8+12 points of damage.

Spell-like Abilities: 3/day – deeper darkness, scorching ray; 1/day – cloud of Taint (DC 16), cloudkill (DC 17), shout (DC 16). Caster level 14th. The save DCs are Charisma based.

Regeneration (Ex): An ugulu no oni takes normal damage from jade weapons, good aligned weapons, and spells or effects with the Good descriptor.

Spell Immunity (Su): Whenever an ugulu no oni’s spell resistance successfully negates a spell cast on it, the ugulu no oni becomes immune to that spell for 1 minute.

Demiurge out.
 

know at least one person was waiting specifically for this...

AKUMA NO ONI
Large Outsider (Chaos, Evil, Extraplanar, Shadowlands Oni)

Hit Dice: 16d8+96 (168 hp)
Initiative: +9
Speed: 40ft (8 squares)
Armor Class: 31 (-1 size, +5 Dex, +17 natural), touch 14, flat-footed 31
Base Attack/Grapple: +16/+27
Attack: Claw +22 melee (1d8+7) or spit fire +20 ranged touch (6d6 fire)
Full Attack: 2 claws +22 melee (1d8+7) and 3 tongues +20 melee (2d4+3 plus 2d6 fire) or spit fire +20 ranged touch (6d6 fire)
Space/Reach: 10ft/10ft (15ft with tongues)
Special Attacks: Burning tongues, chew 2d6+7, fear aura, spell-like abilities, spit fire
Special Qualities: Change shape, damage reduction 15/good or jade, immune to disease, fire and poison, regeneration 5, resistance to cold 10 and electricity 10, spell resistance 27, telepathy 100ft, uncanny dodge
Saves: Fort +16, Ref +15, Will +14
Abilities: Str 24, Dex 20, Con 23, Int 17, Wis 19, Cha 20, Taint 11
Skills: Bluff +23, Concentration +25, Diplomacy +8, Disguise +4* (+6* acting), Knowledge (arcana, planes) +22, Listen +23, Search +22, Sense Motive +23, Spellcraft +24, Spot +23
Feats: Awesome Blow, Cleave, Improved Bull’s Rush, Improved Initiative, Multiattack, Power Attack
Environment: Tarterian Depths of Carceri (Shadowlands)
Organization: Solitary or squad (1 plus 2-8 kamu no oni, sarnu no oni or ugulu no oni)
Challenge Rating: 15
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 17-32 HD (Large), 33-48 HD (Huge)
Level Adjustment: -

Hideous and gaunt, this tall humanoid resembles a living skeleton clad in a pale blue metallic hide. Its head is topped with an elaborate bone crest, and three red snake-like eyes glare from its sneering face. Its teeth are long and sharp, but are overshadowed by the three long tongues of fire darting in and out of its mouth. Its limbs are overlong and are tipped in thick claws.

Akuma no oni are the troop commanders of the oni hordes, and are thus torn between their responsibility and their inherent nature. Every akuma no oni burns with a deep hatred for all mortals, all gods, and all that is not oni, but instead of charging in headlong to make these things burn, the akuma no oni must be patient, cunning and calculating. They are good commanders for the ravening oni armies, in part because they understand the bloodlust of the lesser oni.

An akuma no oni stands about 10 feet tall, but weighs only 200 pounds.

Combat
An akuma no oni’s first action in combat is always to direct its troops, sending lesser oni to chase after creatures fleeing in fear or to target spellcasters and archers. They make good use of their spell-like abilities, using wall of fire to isolate critical points and separate enemy forces. They then fling themselves headlong into combat, grabbing opponents with their burning tongues or spewing balls of sticky fire at creatures out of reach.

The natural attacks of an akuma no oni, as well as any weapon it wields, are treated as chaotic aligned and evil aligned for the purposes of overcoming damage reduction.

Burning Tongues (Ex): The saliva of an akuma no oni is extremely flammable, coating its long tongues. Any creature struck by an oni’s tongue takes 2d6 points of fire damage and must succeed on a DC 24 Reflex save or take another 1d6 fire damage on the following round, as the saliva continues to stick and burn. The save DC is Constitution based.

Chew (Ex): A creature grabbed by an akuma no oni is held in the creature’s mouth and chewed, taking 2d6+7 points of damage and 2d6 points of fire damage every round.

Fear Aura (Su): An akuma no oni can emit a 30ft radius aura of fear as a free action. Affected creatures must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves against an akuma 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.

Spell-like Abilities: At will – detect magic, dispel magic, scorching ray; 3/day – cloud of Taint (DC 19), wall of fire (DC 19); 1/day – haste, mass inflict moderate wounds (DC 21), Tainted aura (DC 23). Caster level 16th. The save DCs are Charisma based.

Spit Fire (Ex): As a standard action, an akuma no oni can spit a bolus of burning saliva at any opponent within 60 feet. If the touch attack hits, the target takes 6d6 fire damage and must succeed on a Reflex save (DC 24) or take another 3d6 fire damage on the following round, as the saliva continues to stick and burn. The save DC is Constitution based.

Regeneration (Ex): An akuma no oni takes normal damage from jade weapons, good aligned weapons, and spells or effects with the Good descriptor.

Uncanny Dodge (Ex): An akuma no oni retains its Dexterity bonus to Armor Class even when caught flat-footed.

Demiurge out.
 

KYOSO NO ONI
Large Outsider (Chaos, Evil, Extraplanar, Shadowlands Oni)

Hit Dice: 15d8+75 (142 hp)
Initiative: +8
Speed: 40ft (8 squares), burrow 30ft
Armor Class: 32 (-1 size, +4 Dex, +15 natural, +4 deflection), touch 17, flat-footed 28
Base Attack/Grapple: +15/+24
Attack: Claw +19 melee (1d6+5) or soulfire globe +18 ranged touch (1d6 Charisma)
Full Attack: 4 claws +19 melee (1d6+5) or 2 soulfire globes +18 ranged touch (1d6 Charisma)
Space/Reach: 10ft/10ft
Special Attacks: Fear aura, soulfire globe, spell-like abilities, Tainted aura
Special Qualities: Amorphous, change shape, damage reduction 10/good and jade, darkvision 60ft, immune to disease and poison, regeneration 5, resistance to cold 10, electricity 10 and fire 10, spell resistance 27, tremorsense 60ft, telepathy 100ft
Saves: Fort +18, Ref +17, Will +18
Abilities: Str 21, Dex 18, Con 21, Int 20, Wis 20, Cha 24, Taint 14
Skills: Bluff +25, Concentration +23, Diplomacy +11, Disguise +25* (+27* acting), Hide +19, Knowledge (planes) +23, Listen +23, Move Silently +23, Sense Motive +23, Spot +23, Spellcraft +23, Survival +23
Feats: Ability Focus (soulfire globe), Empower Spell-like Ability (cloud of Taint), Improved Initiative, Point Blank Shot, Precise Shot, Quicken Spell-like Ability (suggestion), Track(B)
Environment: Tarterian Depths of Carceri (Shadowlands)
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 16-30 HD (Large), 31-45 HD (Huge)
Level Adjustment: -

You see a grotesque mass of thick purple flesh, undulating from a shapeless blob to a wormlike form. Growing from this is the torso of a humanoid woman with four arms, each tipped in dark claws. The woman’s face is featureless save for two red eyes, and nine horns curve from her head.

Kyoso no oni are the consummate assassins of the oni, infiltrating mortal society and eliminating dangers to the oni with an array of spell-like abilities. Fiercely cunning, the kyoso no oni are adept at blending into human society, often using seduction and trickery to gain close access to their targets before isolating and murdering them. Potential prey that proves resistant to these methods is not abandoned, however; the kyoso no oni merely assumes normal form in secret and stalks its victim underground.

A kyoso no oni’s length varies between 10 and 20 feet, and they weigh about 500 pounds.

Combat
A kyoso no oni attacks its prey from ambush, hoping to eliminate it quickly with its spell-like abilities and soulfire globes. They only fight with their claws as a last resort. If overpowered, they will gladly flee in order to plan another strike.

The natural attacks of a kyoso 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 kyoso no oni can emit a 30ft radius aura of fear as a free action. Affected creatures must succeed on a DC 24 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves against a kyoso 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.

Soulfire Globe (Su): A kyoso no oni can hurl globes of black fire at its opponents. These attacks have a range of 60 feet with no range increment. A creature struck by a soulfire globe must succeed a Will save (DC 26) or take 1d6 points of Charisma damage. A creature reduced to 0 Cha is killed. The save DC is Charisma based.

Spell-like Abilities: At will – death knell, darkness, greater teleport (self plus 50 lbs only), suggestion (DC 20), telekinesis (DC 22), vampiric touch; 3/day – cloud of Taint (DC 21), dispel good (DC 22), enervation, Mordenkainen’s sword; 1/day – blade barrier (DC 23), blasphemy (DC 24), horrid wilting (DC 25). Caster level 15th. The save DCs are Charisma based.

Tainted Aura (Sp): A kyoso no oni acts at all times as if protected by the Tainted aura spell. All creatures striking a kyoso no oni must succeed on a DC 25 Fortitude save or gain a Taint score of 1d3. The save DC is Charisma based. The bonuses to armor class and saving throws are reflected in the statistics block.

Amorphous (Ex): A kyoso no oni’s body does not have organs and vitals like most other creatures do, granting it a 50% chance to negate critical hits and sneak attacks.

Regeneration (Ex): A kyoso no oni takes normal damage from jade weapons, good aligned weapons, and spells or effects with the Good descriptor.

Demiurge out.
 
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looking very good ... I'd comment more, but now I have to really work instead of just work (stupid lateral promotions!) and I only get to really surf/geek on weekends.

do you plan on doing anything with the regular oni? or did you think they were good as is (just need to 3.5 updated).

... btw, was the dragon magazine update of OA for 3.5 worth getting? ...
 

Don't worry about the "fine, don't comment". I was just temporarily bitter. It's gone now.

And I think the regular oni are, if not fine for 3.5, much closer to the mark. Less in need of "fixing". And for the tweaks like skills, feats and the like, the Dragon OA update is what you should go for. It is very good.

Demiurge out.
 

Not that many left...

BYOKI NO ONI
Large Outsider (Chaos, Evil, Extraplanar, Shadowlands Oni)
Hit Dice: 16d8+128 (200 hp)
Initiative: +6
Speed: 40ft (8 squares), climb 30ft
Armor Class: 30 (-1 size, +6 Dex, +15 natural), touch 15, flat-footed 24
Base Attack/Grapple: +16/+26
Attack: Claw +25 melee (1d10+6 plus disease)
Full Attack: 2 claws +25 melee (1d10+6 plus disease)
Space/Reach: 10ft/10ft
Special Attacks: Disease, fear aura, horrific appearance, infectious skin, spell-like abilities, stench
Special Qualities: Change shape, damage reduction 10/good or jade, darkvision 60ft, immune to disease and poison, rebuke undead, regeneration 3, resistance to cold 10, electricity 10 and fire 10, spell resistance 28, telepathy 100ft, vulnerability to healing
Saves: Fort +20, Ref +16, Will +12
Abilities: Str 23, Dex 23, Con 26, Int 12, Wis 11, Cha 18, Taint 11
Skills: Climb +14, Concentration +27, Disguise +4*, Intimidate +23, Jump +31, Knowledge (planes) +20, Listen +21, Sense Motive +19, Spot +21, Swim +25, Tumble +27
Feats: Alertness, Cleave, Great Cleave, Great Fortitude, Iron Will, Power Attack
Environment: Tarterian Depths of Carceri (Shadowlands)
Organization: Solitary or plague (1 plus 2-8 plague zombies)
Challenge Rating: 16
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 17-32 HD (Large), 33-48 HD (Huge)
Level Adjustment: -

Standing taller than an ogre, this decrepit humanoid is extremely gaunt with a head like that of an enormous insect. Its wiry body is covered from head to toe in weeping sores dripping pus and oily black fluids, and corruption and stench flow off it in waves.

A creature warped and controlled by dozens of horrible diseases, the byoki no oni is the ultimate terror weapon in the oni arsenal. A few of these creatures can bring an entire country to its knees, and those that die of its plague rise as undead to further spread it.

A byoki no oni knows only pain. Although still physically powerful, the diseases occupying its body still affect it, causing agony with every motion. Thus, their evil is fueled by their own despair and desperation. The byoki no oni spread disease in the futile hope that in doing so they may find a cure.

A byoki no oni stands about 10 feet tall and weighs only 300 pounds.

Combat
Byoki no oni fight without regard for their own safety, as they know that the wounds they sustain merely increase the chance that more are infected with their disease. They use their spell-like abilities for softening purposes, reducing opponents’ resistance before infecting them.

The natural attacks of a byoki no oni, as well as any weapon it wields, are treated as chaotic aligned and evil aligned for the purposes of overcoming damage reduction.

Disease (Su): The byoki no oni spread a foul amalgam of diseases known as zombie plague. The symptoms of the disease hit rapidly, and include a hacking cough, pustules on the skin, extreme fever resulting in extensive brain damage and eventually internal hemorrhage and death. A creature struck by a byoki no oni’s claw must succeed on a DC 26 Fortitude save or be infected with zombie plague. Incubation period 1 hour, damage 1d4 Constitution and 1d4 Intelligence. The save DC is Constitution based.

Unlike normal diseases, zombie plague continues until the victim reaches 0 Con (and dies) or is cured as described below.

Any creature attempting to cast any conjuration (healing) spell on a creature afflicted with zombie plague must succeed on a DC 25 caster level check or the spell has no effect. To cure zombie plague, a break enchantment or remove curse spell (requiring a DC 25 caster level check) must be cast on the afflicted, after which caster level checks are no longer required to cast healing spells on the afflicted, and the zombie plague can be cured magically as any normal disease.

Creatures killed by zombie plague rise in 1d4 hours as plague zombies (see below).

Fear Aura (Su): A byoki 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 byoki 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.

Horrific Appearance (Su): The form of a byoki no oni is so disgusting that any living creature (except for another oni) that sees one in its natural form must succeed on a DC 22 Fortitude save or be weakened, taking 2d6 Strength damage. This damage cannot reduce a victim’s Strength score below 0, but creatures reduced to Strength 0 are helpless. Creatures that are affected by this power or that successfully save against it cannot be affected by the same byoki no oni’s horrific appearance for 24 hours. The save DC is Constitution based.

Infectious Skin (Su): The skin of a byoki no oni constantly oozes infection. A creature that strike a byoki no oni with melee weapons or natural weapons must succeed on a DC 26 Reflex save or be forced to make a Fortitude save against the byoki no oni’s disease. Note that weapons that grant exceptional reach, such as longspears, do not endanger their wielders in any way. Any food or liquid touched by a byoki no oni and then ingested forces the creature ingesting it to make a Fortitude save against the byoki no oni’s disease, but the creature receives a +2 bonus on its saving throw due to the diluted nature of the infection.

Spell-like Abilities: At will – contagion (DC 18), darkness, stinking cloud (DC 17); 3/day – cloud of Taint (DC 18); 1/day – cloudkill (DC 19), Tainted aura (DC 22). Caster level 16th. The save DCs are Charisma based.

Stench (Ex): A byoki no oni perpetually emits a toxic stench of decay and rot. All creatures within 10 feet of a byoki no oni must succeed on a DC 26 Fortitude save or become nauseated for 10 rounds. On a successful save, the creature is instead sickened for 10 rounds. Creatures that successfully save against the stench of a byoki no oni cannot be affected by the stench of that oni for 24 hours. The save DC is Constitution based.

Rebuke Undead (Su): A byoki no oni can rebuke undead 7 times per day as a 16th level cleric.

Regeneration (Ex): A byoki no oni takes normal damage from jade weapons, good aligned weapons, spells or effects with the Good descriptor and cure spells and spells that remove disease, as described below.

Vulnerability to Healing (Su): Due to the diseases that are a permanent part of the byoki no oni, it takes damage from cure spells as if they were the inflict spell of corresponding level. In addition, any spell that removes disease (such as remove disease or heal) deals the byoki no oni 1d6 points of damage per caster level.

PLAGUE ZOMBIE
The plague zombie template is exactly the same as the zombie template found in the Monster Manual, except plague zombies gain the following special attack:

Disease (Ex): Zombie plague, slam, DC 10+ ½ the zombie’s Hit Dice, incubation period 1 hour, damage 1d4 Constitution and 1d4 Intelligence. Unlike the zombie plague of the byoki no oni, the disease spread by plague zombies can be cured normally, although creatures killed by the disease do rise as plague zombies in 1d4 hours.

Challenge Rating: Same as base zombie +1.

Demiurge out.
 

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