Moving on to 3rd edition OA there are a few new monsters in this book that were not in 1e. Converting them here. Unlike Gozu, I am pretty happy with this set of oni.
DESCRIPTION
Gozu and Mezu are the two guardians of the gates of hell in Japanese mythology. Where Gozu is about brute force, Mezu is much more subtle.
Though Gozu and Mezu are the most famous and most commonly depicted in story and art, they are not the only animal-headed demons in Great King Enma’s employ. Deer, tiger, lion, and boar-headed demons are also said to serve among the upper ranks of the guardians of hell. They operate the great torture chambers of Jigoku and oversee the torment of countless souls. Gozu, Mezu, and other animal-headed demons originate in Indian mythology, which was imported along with Buddhism to Japan by way of China. Mezu is a horse-headed demon and some say tikbalang are his offspring though they are not oni as such.
MEZU
Demon Blood Magic. Mezu’s spellcasting ability is Charisma (spell save DC 23). He can innately cast any blood magic and wu-jen spell as well as the following spells, requiring no material components.
- At will: alter self (can become Medium-sized when changing his appearance), detect magic, dispel magic, phantasmal force
- 3/day each: confusion, dream, mislead, programmed illusion, seeming
- 1/day each: mirage arcane, modify memory, project image
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.
Regeneration. Mezu 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.
Legendary Resistance (3/Day). If Mezu fails a saving throw, he can choose to succeed instead.
Magic Resistance. Mezu has advantage on saving throws against spells and other magical effects.
Magic Weapons. Mezu’s weapon attacks are magical.
Undetectable. Mezu can’t be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.
Actions
Multiattack. Mezu makes three attacks: one with his bite and two with his fists.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage.
Fist. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage.
Legendary Actions
Mezu 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. Mezu regains spent legendary actions at the start of his turn.
- Whip. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. While the target is grappled it takes 20 (2d10 + 9) slashing damage at the start of its turn. Mezu can grapple only one creature with his tail at a time.
- Phantasmal Killer (Costs 2 Actions). Mezu casts phantasmal killer, no concentration required.
ONI-no-MEZU, Greater
Huge fiend (oni), neutral evil
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:
- At will: darkness, cause fear, fly, invisibility, polymorph (self only)
- 3/day each: astral projection (self plus 50 pounds of objects only), cloud chariot (self plus 50 pounds of objects only), etherealness (self plus 50 pounds of objects only).
- 1/day each: blood fire, charm person, cone of cold, gaseous form, sleep
Spellcasting. The oni is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The oni has the following wu-jen spells prepared:
- Cantrips (at will): dancing lights, detect magic, flare, light
- 1st level (4 slots): backbiter, fiery eyes, iron scarf, melt
- 2nd level (3 slots): fire shuriken, hold person, whip
- 3rd level (3 slots): animate fire, fireball, fire wings
- 4th level (3 slots): dancing blade, poly- morph other, wall of fire
- 5th level (2 slots): fire breath
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.
Magic Resistance. The oni has advantage on saving throws against spells and other magical effects.
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 two huge naginata attacks. The first of those attacks that hits deals an extra 18 (4d8) damage if the oni has taken damage since its last turn. He may replace one of his huge naginata attacks with a spell.
Huge Naginata. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6) slashing damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Unlike their sire, these have their anatomy reversed - with the body of a horse and the head, arms and torso of a man. These creatures form the bulk of oni cavalry armies.
ONI-no-MEZU, Lesser
Charge. If the oni moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
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 two attacks: one with its pike and one with its hooves or two with its longbow.
Yari. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Yumi. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.