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The East: the Oni

The East: the Oni

Beastiary of the East: The

SampleWritten By G.L.K file The Oni

Oni are a powerful race of fiendish ogres that hail from the spiritlands and the one thousand hells. Oni are a strange race who generally despise the more advanced civilizations and bully lesser Shinigami and Bakemono to fight for the Great Asura lords in destroying or ruling over the humanoid races in utter domination.

The Oni generally have very distinct colors and these colors represent their elemental affinities as well as their rankings. The lowest Oni are the brown or Horned Oni (brown) who only have the power to turn their skin to stone and deliver powerful charges, but they are still deadly to an average human and used as the common soldier in Oni Armies followed closely by Maho no Oni and Kazan no Oni.

The Kazan no Oni is a furious sargeant of the lower oni and bakemono and his skin is crimson red and as he gets angrier and angrier his raged litterally burns hotter and hotter

Immediately above him are the sly Green Oni, who heal other oni and use their vampiric claws to steal blood from their enemies to heal themselves. They are rather sadistic and jealous, especially of more powerful oni and sometimes enjoy manipulating two Oni to fight amongst themselves.

The Gozu no Oni are stalwart guards of the Oni camps and higher Oni and lords. These are blue, bull headed oni who use the powers of ice and illusion to control the battlefield and slow their foes.

Mezu no Oni are the aristocratic Sarjeants and cavalry of the Oni Armies, these dark Violet oni can fly on storm clouds and lead their allies on thunderous charges or hit their enemies with devastating flanking charges. They appear like centaurs fused with ogres.

Finally the Oni who have achieved full Demonhood from their Asura masters are known as Tora no Oni (Golden) and these powerful Tiger Demons leap into battle with their four powerful arms, slaughtering swarms of enemies or butchering the Samplegreatest enemy champions before the enemy's terrified file armies. Sample file Tsuno no Oni Large oni (fiend), any evil or non good-neutral

Armor Class 15 (Natural armor and Partial armor) Hit Points 100 (10d10+50) (d10) Speed 30ft

STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 20 (+5) 8 (-1) 10 (+0) 14 (+2)

Saving Throws Con+6, Str+7 Skills Perception +3, Intimidation +7 Damage Vulnerabilities All magic Damage Resistances Piercing, Bludgeoning, Slashing from non magical sources Damage Immunities Poison Condition Immunities Fear Senses passive Perception 14, darkvision 60 ft. The Common Mountain Oni or Tsuno no Oni because many of them can grow horns like a water buffalo or a Rhino are Languages Giant, Common savage brutes with a hide as tough as stone. They can fearlessly hurl themselves into battle with mighty charges, knocking Challenge 5 (1,700 XP) soldiers off cliffs and to their doom below. They are strong and powerful foes for the average ashigari or village. They generally live the mountainous or hilly wilderness and caves and act as the rank and file elite soldier of the Oni armies.

Strangely enough the no Oni or Tsuno is also the least evil and many of them form into rebellious and simple tribes Charge. If the Yama-no-oni moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target that live in the mountains and act as mercenaries or even guardians of villages. Though these Oni are powerful in battle they takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to have a glaring weakness to almost all magic but they are resistant to most poisons. 10 feet away and knocked prone.

Reckless. At the start of its turn, the Yama-no-oni can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Magic Weapons. The oni's weapon attacks are magical.

Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. Ice damage stops this regeneration.

ACTIONS Multiattack. The Yama no Oni makes two attacks, either with its claws or its Kanabo.

Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.

Kanabo. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17(2d10 + 5) Bludgeoning damage. Sample file Kazan no Oni Large oni (fiend), any evil or chaotic neutral

Armor Class 17 (Natural armor and Grand Armor) Hit Points 150 (13d10+65) (d10) Speed 30ft

STR DEX CON INT WIS CHA 24 (+7) 14 (+2) 20 (+5) 8 (-1) 10 (+0) 14 (+2)

Saving Throws Dex+5, Con+8, Str+10 Skills Perception +3, Intimidation +7 Damage Vulnerabilities Ice Damage Resistances Piercing, Bludgeoning, Slashing from non magical sources Damage Immunities Fire Condition Immunities Fear Senses passive Perception 14, darkvision 60 ft. Languages Giant, Common Challenge 7 (2,900 XP)

Magic Weapons. The oni's weapon attacks are magical.

Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. Ice damage stops this regeneration.

ACTIONS Multiattack. The Yama no Oni makes two attacks, either with its claws or its Kanabo.

Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 7) slashing damage.

Kanabo. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) Bludgeoning damage.

Burning Rage (Recharge 5-6). The Kazan no Oni flies into a rage and it catches on fire in immediate area around it. Each creature in that area near the Oni (5 feet-10 feet-20 feet maximum) should roll a DC 17 Dexterity saving throw, taking 6 (1d6+2) fire damage on a failed save, or half as much damage on a successful one. This ring of fire lasts for 1d6+2 turns and the Oni can now add 1d4 fire damage (3d4 maximum fire damage) to every attack it makes. If Burning Rage recharges the Red Oni can use his recharge as a reaction to renew the burning rage as well as gain a new rage counter and the fire damage get's cumulative so a Red Rage Oni can deal 2d6+4 fire damage or maximizes at 3d6+6 fire damage to all enemies or even allies withing 20 feet around the oni as the Oni becomes a literally inflamed raging behemoth. Basically as The Red Mountain Oni gets more and more angry the hotter and greater the fire on his body gets. This effect can be dispelled or a rage counter can be removed from a source of Ice/Cold damage. The Red Mountain Oni also gains advantage in combat but all his enemies gain combat advantage against him as he flies into this reckless rage. Other Akaiyama no Oni do not have thier burning rage stack in a cumulative manner in a shared area but the one with the strongest burning rage wins out in the effected area so if one Akaiyama no Oni is at full 3d6+6 fire damage his auraSample wins out with two other Akaiyama no Oni in close proximity. file Maho no Oni[edit] Large fiend, chaotic evil

Armor Class 15 (natural armor) Hit Points 14d10+84 (168) (d10) Speed 30 feet

STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 22 (+6) 16 (+3) 16 (+3) 16 (+3)

Saving Throws Intelligence + 7, Constitution + 10, Wisdom +7 Skills Deception +7, Insight +6, Perception +6, Stealth +6 Damage Vulnerabilities Lightning Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities Acid, Poison Senses darkvision 120 ft., passive Perception 16 Languages Oni, Common, Celestial Challenge 8 (3,900 XP)

Innate Spellcasting. The Maho no Oni's innate spellcasting ability is Charisma (spell save DC 17, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, Darkness, Invisibility, Life Transfer (Can transfer 20 hp to another Oni) 3/day each: Vampiric, ray of enfeeblement, sleep

Magic Resistance. The Maho no Oni has advantage on saving throws against spells and other magical effects.

Multiattack. The Maho no Oni makes two attacks but only with it's Vampiric Claws

ACTIONS Vampiric Claws (Oni Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. half that damage is heals the Maho no Oni.

Change Shape. The Maho no Oni magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness. The Maho no Oni magically enters the Ethereal Plane from the Material Plane, or vice versa. Sample file