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gozu and gozu-no-oni

Moving on to 3rd edition OA there are a few new monsters in this book that were not in 1e.  Converting them here.  These are all built of the various minotaur/demon minotaurs from the MM but they are different enough they have their own statblocks.

Not 100% happy with these, though they are fine for a first pass.


DESCRIPTION

Gozu and Mezu are the demon generals who guard the gates of hell.

They appear as terrible oni with animal heads; an ox head for Gozu, and a horse head for Mezu. They are extremely powerful and have the strength to move mountains. They are servants of Great King Enma, the ruler of hell, and are among the chief torturers and punisher’s of the wicked.

Gozu and Mezu are the first demons that one encounters upon entering hell. Should a person manage to escape from hell, Gozu and Mezu are sent out to bring them back.

Gozu is both the name of a unique oni and a breed of oni that resemble him. Most likely being sired originally by Gozu. The gozu-oni resemble the progenitor gozu – they have the heads of bulls, with large snouts, small ears, and two long horns. Their skin is usually dark orange, gray, or deep purple. They wear fine robes and polished armour  appropriate to their station in the spirit army.

 


GOZU

Huge fiend (oni), lawful evil
Armor Class 22 (Natural Armor)
Hit Points 275 (19d12 + 152)
Speed 40 ft.
STR         DEX     CON     INT      WIS     CHA
30 (+10)  14 (+2) 26 (+8) 18 (+4) 24 (+7) 16 (+3)
Saving Throws DEX +9, CON +15, WIS +14
Skills Intimidation +17, Perception +14, Survival +21
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that are not jade
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., passive Perception 24
Languages All, Telepathy 120 ft.
Challenge 23 (50,000 XP)

Demon Blood Magic. Gozu’s spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components.

Charge. If Gozu moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 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 CR days, regaining all its hit points and becoming active again. NB: This trait only applies outside of Jigoku.

Keen Tracker. The slithering tracker has advantage on Wisdom checks to track prey.

Regeneration. Gozu regains 23 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.

Labyrinthine Recall. Gozu can perfectly recall any path he has traveled, and he is immune to the maze spell.

Legendary Resistance (3/Day). If Gozu fails a saving throw, he can choose to succeed instead.

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

Magic Weapons. Gozu’s weapon attacks are magical.

Reckless. At the start of his turn, Gozu can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Actions

Multiattack. Gozu makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.

Shinzohocho. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage.

Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage.

Frightful Presence. Each creature of Gozu’s choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Gozu is within line of sight of the creature.

If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Gozu’s Frightful Presence for the next 24 hours.

Legendary Actions

Gozu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Gozu regains spent legendary actions at the start of his turn.

  • Shinzohocho Attack. Gozu makes a melee attack with Shinzohocho.
  • Charge. Gozu moves up to his speed, then makes a gore attack.

 


ONI-no-GOZU GREATER

Huge fiend (oni), neutral 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 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, Giant, Goblin, Tengu, Spirit Tongue
Challenge 17 (18,000 XP)

Demon Blood MagicThe 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 x CR days, regaining all its hit points and becoming active again. NB: This trait only applies outside of Jigoku.

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

Regeneration. The oni regains 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.

Charge. If the oni moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing 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.

Labyrinthine Recall. The oni can perfectly recall any path it has traveled.

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

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.

Actions

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.

Hoof. 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.

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

 


ONI-no-GOZU LESSER

Large fiend (oni), chaotic evil
Armor Class 14 (Natural Armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
STR      DEX     CON     INT   WIS     CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)
Skills Perception +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that are not jade
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Giant, Goblin, Tengu, Spirit Tongue
Challenge 3 (700 XP)

Demon Blood MagicThe 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 x CR days, regaining all its hit points and becoming active again. NB: This trait only applies outside of Jigoku.

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. If the oni takes jade based damage, this trait doesn’t function at the start of the oni’s next turn.

Charge. If the oni moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The oni can perfectly recall any path it has traveled.

Reckless. At the start of its turn, the 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.

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.

Actions

Wono (Greataxe). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Reactions

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.


Banner Credit: “Minotaur” by Stefan Kopinski

 

 

Posted in 5e, Dungeons & Dragons, Monstrous Compendium, Oriental Adventures

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