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Shura no Oni

Inspired by Sekiro.

Shura (修羅 Carnage) is what those who go on killing eventually become. They don’t remember why, but they are simply enraptured and kill solely for the joy it brings them. These oni are uncontrollable and the best the oni lords can do is point them in a direction and hope they do more damage to their mortal enemies than to their own forces. They are engines of destruction, but, luckily, very rare.


“Demon of Hatred’

Huge fiend (oni), chaotic evil
Armor Class 19 (natural armor)
Hit Points 310 (23d12 + 161)
Speed 40 ft.
STR      DEX     CON     INT   WIS     CHA
25 (+7) 11 (+0) 25 (+7) 6 (-2) 13 (+1) 14 (+2)
Saving Throws STR +13, DEX +6, CON +13, WIS +7
Skills Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that are not jade
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Common, Spirit Tongue
Challenge 17 (18,000 XP)

Charge. If the oni moves at least 15 feet straight toward a target and then hits it with a shoulder attack on the same turn, the target takes an extra 38 (7d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.

Discorporation. Unless killed using a special weapon – like a mortal blade or a jade enchanted weapon – a destroyed oni turns into black smoke before dissipating. It gains a new body in 1d10 x 17 days, regaining all its hit points and becoming active again. NB: This trait only applies outside of Jigoku.

Magic Resistance. The oni has advantage on saving throws against spells and other magical effects.

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

Regeneration. The oni regains a 17 hit points at the start of its turn if it has at least 1 hit point.  If the oni takes jade based damage, this trait doesn’t function at the start of the oni’s next turn.

Siege Monster. The oni deals double damage to objects and structures.

Wisteria Aversion. Oni avoid the fuji flower as its fragrance makes them ill. If forced to take any action while within line of sight of a wisteria plant the oni has disadvantage on attack rolls, ability and skill checks.


Multiattack. The oni makes three attacks: two with its fists and one with its hoof.

Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and an additional 20 fire damage if it is the second fist attack in a Multiattack action.

Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Shoulder Barge. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10 + 7) piercing damage.

Shower of Fire. This acts as a 9th level scorching ray (+8 ranged spell attack, 7 rays).

Eruption (Recharge 6). The oni flares up in flame, then leaps high into the air before slamming down in a large fiery explosion. Each target within 20 feet of the oni must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.


Sweep. As a reaction to having more than one creature adjacent to him (within 5 feet) the oni uses its flaming arm and sweeps around itself in a spin.  All creatures within 10 feet must make a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.

Variable Resistance. As a reaction to taking energy damage the oni gains resistance to that damage type for 1 minute. This resistance can be overwritten by other reactions in later combat rounds.

Posted in 5e, Monstrous Compendium, The Divine Heir and the Jade Regent

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