Menu Close

red onryoki

Big Bad tank that didn’t last 1 round! Version 2 needs to be tankier. NPC is a direct Inspiration Onryoki from Nioh.


RED ONRYOKI

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  Fire, 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 Abyssal, Spirit Tongue

Challenge 17 (18,000 XP)

Charge. If the onryoki 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.*

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

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

Break the Shackles. The red onryoki begins the battle shackled, the black does not.  Once the red has been reduced to 50% of its starting hit points (155) the chains shatter and it losses its ball and chain attack and gains ball toss instead.*These are abilities of the black onryoki not the lesser red onryoki.

Actions

Multiattack. The onryoki makes three attacks: two with its fists and one with its ball and chain (or ball toss).

Fist Pound. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Ball and Chain (Melee). Melee Weapon Attack: +13 to hit, reach 15 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.

Ball Toss (Range). Ranged Weapon Attack: +13 to hit, range 60/120 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Constitution saving throw or be knocked stunned until the end of its next turn.

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

Additional Attacks (DM to ad-lib):

Belly Flop Does a quick belly flop that releases a small shock wave.  Gives the player a good opportunity to deal damage.
Spin Spins weapons around him in a large, sweeping motion. Easily blocked if you have enough ki. Onryoki likes to do this when being attacked from behind, so keep on your toes

 

Description

Onryoki is a giant red demon born from the amassment of vengeful spirits. Half its face is a burning flame of anger, while the other half is warped by grudge. Countless spirits give it an eerie appearance, and horrendous voices emit from its body. Most would want to avert their eyes from this horrid demon.

Pronounced “on RYO key.” A huge red oni born from a pack of angry ghosts. Half of its face is contorted in anger, the other twisted with grudge. The faces of countless vengeful ghosts appear across its body, letting out shrieks that send terror down the spines of all within earshot.

Filled with fury and grudge, the sight of a living human sends it into a berserk rampage. Its preferred attack, using iron balls and chains draped over its body, is powerful enough to defeat even highly experienced samurai.

The two horns on its head emit a weird glow. It is said that horns represent the source of power for an oni, meaning they lose their strength if their horns are damaged. But only the most powerful and precise strike could hope to shatter them…

Note to self, need to add the generic oni features to final version.

Posted in 5e, Adventurer's Vault, Dungeons & Dragons, Monstrous Compendium, Oriental Adventures, The Divine Heir and the Jade Regent, The Forest of Spirits

Leave a Reply