Oni are fiends born from the souls of mortals consumed by the sin of Gluttony, twisted into beings that are attracted by pain. Largely considered to be the muscle of the hellish hordes, oni often find employment as fighters, bodyguards or beasts of burden, but they are far from being mindless oafs when not consumed by rage and many play dumb on purpose to get advantage of those who consider them stupid.
Oni look like massive, powerfully built humanoids: ranging from 7 to 8 feet of height, and half – or sometimes even more – as broad, they are imposing figures. Oni usually spend much of their time moving around, either hunting or working to satisfy their immense appetite, and that – combined with their natural tendency to accumulate muscle – leaves them with an extremely muscular build. Oni that reached a high social standing and riches, who can leave the hard work to others, instead become morbidly obese, their muscles mixed with an abundant amount of fat. Legend has it that oni become steadily larger as they consume more and more food, and while there must be some truth to it as oni can get to be as tall as 40 feet, most oni that try to put this belief in practice only gain inches in width. Oni have eyes that are dark pits with a bright, glowing iris shining of a solid color in it, usually red, blue or yellow. They have either white or black hair, ranging from dull and dusty to a glossy texture, which are usually kept in long, wild manes, sometimes collected in long ponytails; beards and mustaches are a rare sight, but some oni do keep a short beard along their jawline. An oni’s skin can be blue, red, yellow, green, or obsidian in color, and they often sport tattoos and ritual scars on their bodies as they prefer to wear little clothing and lots of bare skin is shown. Oni have sharp fangs that demonstrate their mostly carnivorous diet and long tusks protruding from their lower jaw. They also have horns on their head, straight or slightly curved but always smooth and white, that are of a variable number but always odd, most commonly one or three, but up to nine horns can crown a single oni’s head. Oni don’t usually wear much in the accessories department, but when they do they favor simple, plain jewels made of leather and bone or heavy, solid metal items that give off a feeling of strength. While there are accounts of female oni, they are very rare and the great majority of these fiends are male in appearance.
- Hit Die: an oni uses a d12 as Hit Die at every oni HD he gains.
- Ability Score Modifiers: oni are very strong and incredibly sturdy creatures, but they often lack in refinement. They gain +2 Strength, +4 Constitution, and –2 Charisma.
- Size: oni are Medium creatures and gain no bonuses or penalties because of their size.
- Type: oni are outsiders with the native subtype.
- Base Speed: oni have a base land speed of 30 feet.
- Languages: oni begin play speaking Common and Fiendish. Oni with high Intelligence scores can choose any language they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
- Terrain: mountain.
- Saving Throws DC: Wisdom-based.
- Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
- Ancient Foe: oni gain a +2 dodge bonus to AC against good outsiders and a +2 racial bonus on combat maneuver checks made to grapple creatures of that type.
- Fiendish Resistance: oni gain cold resistance 5, electricity resistance 5, and fire resistance 5.
- Hardy: oni gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Immovable: oni receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
- Invulnerable: oni gain a +4 natural armor bonus to their Armor Class.
- Destructive: oni gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.
- Frenzy: once per day, whenever an oni takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
- Natural Attack: oni gain a slam attack that deals 1d8 points of damage plus 1–1/2 times their Strength This natural attack is a primary attack.
- Natural Foe: oni gain a +1 racial bonus on attack rolls against good outsiders and humanoids (human).
- Relentless: oni gain a +2 racial bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the oni and his opponent are standing on the ground.
- Darkvision: oni can see in the dark up to 60 feet.
Skill Ranks per Level: 2+ Int Modifier
|Level||Hit Dice||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||1||+0||+2||+0||+0||[Feat], Big Game Hunter, Rage|
|3rd||3||+2||+3||+1||+1||[Feat], Naked Courage +1, Rage Power|
|5th||4||+3||+4||+1||+1||[Ability Score Increase], Extreme Endurance, Massive Weapons|
|7th||6||+4||+5||+2||+2||Natural Toughness +1, Rage Power|
|8th||AT 2||Large Size, Masochism|
|10th||8||+6/+1||+6||+2||+2||[Ability Score Increase], Brooding Rage, Naked Courage +2|
|11th||9||+6/+1||+6||+3||+3||[Feat], Natural Toughness +2, Rage Power|
|12th||AT 3||Greater Grudge|
|14th||11||+8/+3||+7||+3||+3||[Feat], Greater Rage, Natural Toughness +3|
|15th||12||+9/+4||+8||+4||+4||[Ability Score Increase], Rage Power|
|16th||AT 4||Huge Size|
|17th||13||+9/+4||+8||+4||+4||[Feat], Naked Courage +3, Natural Toughness +4, Titanic Rage|
|19th||15||+11/+6/+1||+9||+5||+5||[Feat], Natural Toughness +5, Rage Power|
|20th||AT 5||Curse of the Oni|
All of the following are class features of the oni.
An oni is proficient with all simple and martial weapons, but with no armors or shields. An oni treats the tetsubo as a martial weapon, instead of an exotic weapon.
An oni can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st Hit Die, an oni can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each Hit Die after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that an oni can rage per day. An oni can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in a rage, an oni gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the oni 2 hit points per Hit Die, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, an oni cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. An oni can end his rage as a free action and is fatigued after a rage for a number of rounds equal to twice the number of rounds spent in the rage. An oni cannot enter a new rage while fatigued or exhausted, but can otherwise enter rage multiple times during a single encounter or combat. If an oni falls unconscious, his rage immediately ends, placing him in peril of death. [Barbarian – Rage]
At 2nd Hit Die, an oni may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for him, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like. [Barbarian – Titan Mauler – Jotungrip]
At 3rd Hit Die, the oni gains a +1 dodge bonus to AC and a +1 morale bonus to saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every five Hit Dice after 3rd. [Barbarian – Savage Barbarian – Naked Courage]
As an oni gains levels, he learns to use his rage in new ways. Starting at 3rd Hit Die, an oni gains a power from the list of rage powers. He gains another rage power for every three oni Hit Dice attained after 3rd. An oni gains the benefits of rage powers only while raging, and some of these powers require the oni to take an action first. Unless otherwise noted, an oni cannot select an individual power more than once. [Barbarian – Rage Powers]
At 4th Hit Die, the oni is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the oni gains 1 point of fire or cold resistance for every three Hit Dice beyond 3rd. [Barbarian – Invulnerable Rager – Extreme Endurance]
At 4th Hit Die, an oni becomes skilled in the use of the massive weapons for which his kind is known. The attack roll penalty for using weapons too large for his size is reduced by 1, and this reduction increases by 1 for every three Hit Dice beyond 4th (to a minimum of 0). [Barbarian – Titan Mauler – Massive Weapons]
At 1st Advancement Tier, the oni learns to channel the fury of being wounded into strength to fuel his attacks. Each time an enemy inflicts 10 or more points of lethal damage to the Oni with a single attack or offensive action, the oni gets a +2 bonus to attack and damage rolls against that enemy for the first successful attack made after being damaged. The bonuses can be triggered against more than one enemy at once, as long as each of them dealt enough damage to the oni, but once the oni makes his next attack, all the bonuses against all enemies are lost.
At 6th Hit Die, the oni gains a +1 natural armor bonus to AC when wearing no armor (shields are allowed). This bonus increases by +1 for every two Hit Dice beyond 7th. [Barbarian – Savage Barbarian – Natural Toughness]
An oni of 2nd Advancement Tier revels in the pain he feels, and thanks to that excitement he can bolster his own strength. Every time the oni sustains damage, he gains 1 temporary hit point. If damage is completely negated by his damage reduction, he still gains the temporary hit point. An Oni can have a number of temporary hit points equal to twice his Hit Dice gained this way, and these hit points are lost after one hour from when the last one was gained.
In addition, while raging, if the oni’s hit points are below one quarter of his total hit points (calculated on the amount of hit points while not raging), he gains a +4 circumstance bonus to Strength. This bonus ends whenever the oni isn’t raging or regains enough hit points for his current amount to be over one quarter of the maximum.
At his 2nd Advancement Tier, an oni grows larger, becoming Large sized. The base damage of his slam attack becomes 2d6. Furthermore, the oni gains a +6 bonus to Strength, a +4 bonus to Constitution, a –2 penalty to Dexterity and a +2 bonus to his natural armor. The size change also gives the oni a –1 penalty to AC and attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. The oni gains a 10-foot reach.
As a standard action, an oni of 7th Hit Die can attempt a special demoralize check. If the check is successful, the target is not shaken as normal but must instead attempt to either flee from the oni or attack him. The attack needn’t be in melee, and can instead be the use of an offensive spell or ranged attack, but the oni must be the attack’s target or one of its affected creatures.
An oni of 8th Hit Die can convert grievous wounds into fuel for his rage. Each round in which the oni is dealt 50 or more points of damage, he regains 1 round of rage for the day. This damage can come from different sources, as long as the oni suffered 50 or more damage during the whole round. This effect cannot make the rounds of rage exceed the daily maximum.
At 3rd Advancement Tier the oni’s grudge becomes an even greater power. The bonuses of grudge now stack with themselves, allowing the oni to deal more damage. If an opponent causes Grudge to activate more than one time (with multiple attacks per round, for example), the bonuses stack, granting the oni a +4 bonus for 2 attacks, a +6 for 3 and so on. Furthermore, when making a full-attack action against a foe that has triggered grudge, an oni can use an immediate action before making the second, third, or fourth attack to gain a +3 bonus to attack and damage rolls on that attack.
An oni of 10th Hit Die can use a standard action to taunt all enemies within his natural reach plus 30 feet. Alternatively, the oni can try to taunt a single opponent as a swift action. Furthermore, feats that work on the demoralize action (such as Cornugon Smash), allow the oni to cause taunt’s effect instead.
An oni becomes of Huge size at his 4th advancement tier. He gains a +8 bonus to Strength, a +4 bonus to Constitution, a –2 penalty to Dexterity, and a +3 bonus to natural armor. The change of size also brings the penalty to AC and attack rolls to –2, to Fly at –4 and to Stealth at –8, and increases the bonus to CMB and CMD to +2. Furthermore, the oni gains a 15-foot reach and his primary slam attack deals 3d6.
At 13th Hit Die, an oni may choose to gain the benefits of enlarge person when he enters a rage. While using titanic rage, he must expend 2 rounds of rage per round, and he becomes exhausted rather than fatigued when the rage ends. [Barbarian – Titan Mauler – Titanic Rage]
At 14th Hit Die an oni revels in the pain he inflicts to others. For each attack he successfully makes against an enemy, the oni gains 1 temporary hit point. These hit points stack with temporary hit points gained in any way and disappear after 1 hour. In addition, while raging, an oni can coup de grace against a foe at least 2 size categories smaller than himself as a free action once per round.
Once per day an oni of 5th Advancement Tier can deliver a terrible, bone-crushing blow against a foe. As a full-round action the oni can make a single attack against an enemy. If it hits, the attack is automatically a critical hit, with the weapon’s critical multiplier increased by 1. If the damage dealt this way results in the enemy saving against death from massive damage, the DC of the save becomes 10 + 1/2 the oni’s Hit Dice (rounded down) + his Wisdom modifier. An oni can use this ability only against an enemy that triggered his Grudge.
Of Stranger Bonds, © 2019, Alessandro Passera