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KOORI no ONI (Type I, II and III)

I tend to base my oni on giants take a leaf out of the Paizo book of oni design.  This fits both the historical mythology (oni tended to all be giants) as well as the D&D mythology with the ogre-mage (a magical ogre). The reason there are three variants is because during the Hungry Storm adventure (my name as I melded Hungry Storm with Frozen Wind) the original intent was to do the whole adventure in one day – in 5e terms without a long rest.  This is easier to manage in 4e and 3.5e where you could build with accuracy how many encounters per day a party could handle.  But in 5e, due to the swingy combat, if pushed too hard you could easily get a TPK – or the party could have a cake-walk.  So I had to down-scale the original “Type I” ice oni to accomodate my level 3 party at the time (6~8 PCs though).  I also set it up in such a way that most encounters could be bypassed so the party was not forced to spend resources unless they wanted to.

My PCs killed one of the Type III but bypassed the other oni in the adventure – which I think was wise.

 


KOORI no ONI (Cold Oni, Type III)

                              “ice yai” by Jim Nelson © Paizo Publishing

Large fiend (oni), lawful evil
Armor Class 13 (shoddy brigandine)
Hit Points 85 (9d10 + 36)  [scratch: 180]
Speed 30 ft.
STR        DEX        CON        INT        WIS        CHA
16 (+3)        17 (+3)        18 (+4)        12 (+1)        14 (+2)        14 (+2)
Saving Throws STR +6, CON +7, WIS +5, CHA +5
Skills Deception +5, Insight +5, Perception +8
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t jade
Damage Immunities cold, poison
Damage Vulnerabilities fire
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Giant, Spirit Tongue (Kami, Oni)
Challenge 5 (1,800 XP)

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 years, regaining all its hit points and becoming active again.
Frost Aura. A koori no oni radiates an aura of intense cold. All creatures within 5 feet of the oni take 5 (1d10) points of cold damage.
Ice Weapons. The oni’s weapon attacks are magical and deal an additional 5 (1d10) cold damage (included). The koori no oni can suppress this ability at will.
Ice Walk. A koori no oni can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost him extra movement.
Magic Resistance. The koori no oni has advantage on saving throws against spells and other magical effects.
Regeneration. The oni regains 5 hit points at the start of its turn so long as it has 1 hit point. If the oni takes fire damage or damage from a jade weapon, this trait doesn’t function at the start of the oni’s next turn.
Snow Vision. Koori no oni can see perfectly well in snowy conditions and does not suffer any penalties to perception while in snow.

ACTIONS

Multiattack. The koori no oni make two melee attacks: one with its naginata and one with its claws.
Claw (Oni Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and 5 (1d10) cold damage.
Masterwork Naginata (Glaive). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and 5 (1d10) cold damage.
Icy Sphere. Ranged Spell Attack: +5 to hit, range 150 ft., one target.  Hit: 10 (3d6) cold damage. If the target takes any damage from this attack, it also losses 10 feet of movement until the end of its next turn.
Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

DESCRIPTION

With a look of manic glee, the blue skinned, rime covered giant, charges, glaive held high and surrounded by a whirlwind of snow and freezing rain.

Ice oni are violent and cruel, though they lack personal initiative and are seldom a serious threat on their own. Like their cousins the oni brute, koori no oni are most dangerous when in the service to other, more capable leaders. Koori no oni will work for any number of masters, including greater ice onis, yuki-onna, and white dragons.

 


FOUR ARMED VARIANT (TYPE II)

A type II version of this oni has four arms and is CR 6 and the following changes:

  • Armor Class 15 (brigandine)
  • Hit Points 136 (13d10 + 65)
  • Multiattack. The four-armed koori no oni makes four attacks: one with its glaive and three times with its claws. If two or more claws hit the same target, the oni rends the target, dealing an extra 7 (2d6) slashing damage.

 


TRUE KOORI no ONI (TYPE I)

Huge fiend (oni), neutral evil
Armor Class 15 (patchwork armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft.
STR        DEX   CON       INT      WIS        CHA
23 (+6)  9 (-1) 21 (+5)  9 (-1)  10 (+0)  12 (+1)
Saving Throws CON +8, WIS +3, CHA +4
Skills Athletics +9, Perception +3
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t jade
Damage Immunities cold, poison
Damage Vulnerabilities fire
Senses darkvision 120 ft., passive Perception 13
Languages Giant, Spirit Tongue (Kami, Oni), Telepathy 120 ft.
Challenge 8 (3,900 XP)

Demon Blood Magic. The oni’s innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

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 years, regaining all its hit points and becoming active again.
Frost Aura. A koori no oni radiates an aura of intense cold. All creatures within 5 feet of the oni take 5 (1d10) points of cold damage.
Ice Weapons. The oni’s weapon attacks are magical and deal an additional 5 (1d10) cold damage (included). The koori no oni can suppress this ability at will.
Ice Walk. A koori no oni can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost him extra movement.
Magic Resistance. The koori no oni has advantage on saving throws against spells and other magical effects.
Regeneration. The oni regains 8 hit points at the start of its turn so long as it has 1 hit point. If the oni takes fire damage or damage from a jade weapon, this trait doesn’t function at the start of the oni’s next turn.
Snow Vision. Koori no oni can see perfectly well in snowy conditions and does not suffer any penalties to perception while in snow.

ACTIONS

Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage and 5 (1d10) cold damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

TREASURE

1 dose of divine confetti (lasts 1 minute, buffed character has advantage on attack rolls and either does 1 extra die of damage against yokai (including kami, oni and undead) or bypasses their damage reduction – whichever is better).

Banner Credit Samurai Siege.
Posted in 5e, Dungeons & Dragons, Monstrous Compendium, Oriental Adventures, The Divine Heir and the Jade Regent, The Hungry Storm

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