Hannya Oni

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Hannya Oni (CR 13)

True Chaotic - Medium - Monstrous Humanoid
Lore: Know (Nature)
28 44
Basic DC Full DC
Initiative
Initiative Icon 2.png
21
Perception:
31 +21
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
34
Man Def
Shield Icon 3.png
33
Monster Health
336 168 25
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +10
Refl: +10
Will: +15

Strong Against:

  • ER 25/Acid (energy, common)
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+22
Sword Icon 3.png
Man Off
+21
Sword Icon 3.png
Action
0
Points
  • Maneuver Offense Notes: +2 on Disarms

Standard Attack (Melee):

  • 1x Tearing Gape +22 (3d10+23/x2)
    as ripping (physical, uncommon)
    Must use Defaced (see below) before using this attack

Full Attack (Melee):

  • 1x Tearing Gape +22 (3d10+17/x2)
    as ripping (physical, uncommon)
    Must use Defaced (see below) before using this attack
  • 2x Ripping Claws +20 (3d6+6/x2)
    as slashing (physical, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

16
STR
20
DEX
18
CON
12
INT
14
WIS
18
CHA

Skills:

Languages: Celestial, Reave, Common, Abyssal

Feats:

Special Abilities

Defaced (Su) Swift Action 1/Enc

Once per encounter as a swift action, the Oni may tear open its face in a gory spectacle to allow the use of its Tearing Gape attack. All enemy creatures who can see this act must make a Will save against a DC of 24 or be Cringing until the start of the Oni's next turn. If they make the save, they are instead Shaken for one round.

Once an enemy has made a save against this ability, they are Immune to the effects of Defaced for 24 hours.

Yin-Yang (Su) Move Action 1/Enc

As part of their Art of Balance, a philosophy that balances Good and Evil but emphasizes Change, Oni have the ability to walk in the shoes of their enemies. Literally.

Once per encounter as a move action, an Oni may forcibly exchange positions with another creature, the both of them flying wildly through the air. To use the Yin-Yang ability, the oni must have line of sight and line of effect to their target, and vice-versa. The Oni must be within 40 feet of its intended target. The Oni declares they are using Yin-Yang, and they swap places, both of them moving up to eight squares, and each ending up in the starting square of the other. This ability is only usable on a foe the same size as the Oni or smaller, and both parties of the movement must be able to fit into their ending squares without squeezing. Yin-Yang is resolved as two simultaneous forced movements, then the Tearing Gape attack is resolved (see below). No Yin-Yang movement ever provokes attacks of opportunity or bonus attacks of any sort against either the Oni or the victim.

During this forced movement, as part of the same move action, the Oni is allowed to make a single Tearing Gape attack on its startled foe, at any point during the forced movement where the Oni can reach the target, at the normal chance to-hit and inflicting normal damage if they hit. The victim is not allowed to make an attack in return, even if they normally have some power or ability which would permit such a thing. As with all forced movement, either the Oni or the victim may fall prone at any point along the path of the travel to end the forced movement in that square. If one of the creatures affected by Yin-Yang falls prone or otherwise resists some or all of this forced movement, the Oni does NOT get an attack unless they have already become adjacent, and may be forced to end their movement early as the other person in the Yin-Yang affect may now block their movement. Falling prone or otherwise resisting must therefore be declared before the Oni makes their attack roll.

Seething Vapor (Su) Swift Action 1/Enc

Once per encounter as a swift action, the Oni may pull a small object from its personal effects and dash it against the ground or other hard surface (even other creatures) to release a vile Seething Vapor. Seething Vapor grants total concealment against all vision, and fills the Oni's space and all adjacent non-blocked squares. (3x3 AoE centered on the Oni.)

Oni are immune to the effects of Seething Vapor (they have hearing as a targeting sense) and take no damage from the gritty acidic cloud. For all others, it provides total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies) to targets within the area, unless they have a sense which overcomes it, and even worse, it lasts until the end of the encounter unless removed with a strong wind or other dispersing effect.

Note that since this ability requires a swift action, this conflicts with Defaced (see above), which they need to do to enable their Tearing Gape attack.

Any creature which enters or begins their turn inside the Seething Vapor takes 3d8+11 points of acid (energy, common) damage, unless they make a Fortitude save versus a DC of 23 to resist it. If the save is made, they take half damage.

Eyebite (Su) Standard Action

As a standard action, the Oni may, once they have enabled their Tearing Gape attack by expending a swift action to rip off their face, make Eyebite attacks against victims within 200 feet. They must have line of sight and line of effect, as their toothy jaws separate from their skulls in a gory display and fly about the room, delivering bite attacks.

While separated, the jaws cannot be targeted and attacked separately, as they are defined as melee attacks. Note that Hannya Oni may use their Eyebite attacks to attempt Disarm combat maneuvers!

With each use of Eyebite, the Oni may roll to-hit against one or two foes as long as both are within thirty feet of each other, and for each hit, they inflict normal Tearing Gape damage (see above).

Note: Oni may suffer automatic misses if targeting creatures further away than 30 feet when relying on their precise hearing sense! Beyond that distance, they require line of sight and line of effect as normal, or they suffer a miss chance.

Hannya Oni

Hannya Oni

No matter how many or how few Gods you believe to exist, the truth of the matter is that spread across all possible realities there are Gods uncountable. Since Gods have a much higher order of perception than mere mortals, they have worked, over the eons, to form a structure, a Celestial Cascade, with the multitude of deities able to interact with one another and their worshipers in a way that allows the greatest harmony.

Perhaps not in your world, (or maybe it is!) but somewhere, a small portion of the Celestial Cascade became more highly organized than most, and became known as the Celestial Bureaucracy. The Celestial Bureaucracy is vast beyond reckoning, even though it is a small portion of the Cascade, and is probably the single largest Deific structure in existence. As a result, the servants and minions of the Celestial Bureaucracy can be found in almost every world, even ones that have never heard of the Bureaucracy, or even the Cascade!

These servants and minions are known as the Oni. They are a large collection of humanoid beings, empowered with Celestial might. And that is the end of their similarities. Oni come in all colors, with variable faces and features, variable numbers of limbs, and with widely varying degrees of autonomy and kindness. Some Oni are quite benevolent, while others would cause a Demon to cower in fear from their awfulness. It should be mentioned that Oni are not exactly evil, but they are also emphatically not good, and they are very very alien compared to most other creatures. It is rare indeed to meet an Oni who has your best interests in mind, and even if they do, Oni are remarkably changeable and fractious creatures, and are likely to turn on you in a heartbeat, purely on a whim.

The Hannya Oni is a populous branch of these strange Celestial creatures. They are tall, handsome creatures with skin of various shades and features with a definite otherworldly cast, leaning to staring eyes and in most cases, horns. Some Hannya Oni are loyal to the Celestial Bureaucracy and serve as erratic but capable bureaucrats. Many others have cast aside the strictures of the Cascade and are now free agents, doing as they will in whatever worlds they find themselves in. Hannya Oni are among the most terrifying and cruel of the oni, with a strong sense of theatre and love of terrifying those things weaker than they are. Hannya Oni are marked by their wide, wild-staring eyes, even though their skin and features vary wildly, ranging from orc-like to sylph-like and with every variation of race in between. Hannya Oni are monstrous and animalistic in combat, with the unfortunate habit of rending their own flesh in battle to horrify and discommode opponents.

Despite their truly awful and cruel natures, Hannya Oni are beloved by deities and are masters of the Art Of Balance, and will be unpredictable at the best of times. In all cases, they have a wild and violent streak that makes them dangerous, so approach with care!

Combat Tactics

Hannya Oni look deceptively 'normal' at most times, with flesh and skin and a face much like other creatures. Their wild-staring eyes strongly indicate their vicious madness, but aside from that, they seem rather prosaic. They will use their Disguise skill to seem more normal, which can make for some very interesting encounters indeed.

In combat, unlike a civilized creature, a Hannya Oni uses its claws and teeth to fight. At such times, its normal humanoid face becomes a problem, as they cannot use their Tearing Gape attack as long as their face remains intact. Therefore, as a swift action, a Hannya Oni may tear open its face completely off, so it may use its Tearing Gape at will. This is their creepy Defaced ability, and it is memorable indeed.

Defaced works best with people viewing it, while Seething Vapors block line of sight. Oni will often begin combat with one of them using Yin-Yang and then Defaced, then the rest will yin-yang any cringers and use Seething Vapors...but not always! They are so chaotic they will often 'mess each other up'. Which tactic a Hannya Oni uses will depend on the fight and the situation, and it is not uncommon for squabbles to occur between Oni as one 'steps on' the actions of another.

Hannya Oni are not great combatants, but they are horribly mobile, they leave Seething Vapors all over the place, and they are remarkably cagey.

As all Oni, Hannya Oni will move the fight around all over the place, using Yin-Yang and Seething Vapors. One particularly nasty tactic is for one or two of them to stand back and use Eyebite on heavily armored foes, but instead of full damage, they will roll to make Disarms. Any enemies that are disarmed are then Yin-Yanged away from the square where their weapons dropped!

Oni are a pain in the neck, for their enemies and for each other.

Once the battle is joined, Hannya Oni have no fear of death on the Prime Material Plane and will fight to the death without hesitation.

Out of Combat

Hannya Oni are rarely able to integrate smoothly into any mortal society, but they use their Disguise skill and Divine connections to appear as great travelers. Hannya Oni will drift and wander around, visiting taverns and shrines with equal gusto, and generally causing problems and picking fights.

Given their chaotic tendencies, they may spend all morning rescuing a little girls' cat from a tree, and then all afternoon sacrificing animals to some noisome God.

It all makes sense to the Oni, but nobody else has ever been able to keep up with their wily, erratic minds.

Rewards

XP: 25,600

Treasure: Sellable Goods worth 17,625 gp.

Weight: 130 lbs.     Volume: 5.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)