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Shpadoinkle
2020-05-09, 12:36 PM
I've never been very satisfied with the ogre mage, so I spent some time drawing up some stats for classic red and blue oni. Any thoughts, criticisms, mistakes, etc.?

Red oni

RED ONI, CR 6
Large Giant
Chaotic Evil
Speed: 40', Fly 60' (Good)
HD: 6d8+18 (45 avg, 66 max)
Senses: Perception +5, Initiative +1, Low-light vision
AC: 18 (-1 Size, +8 natural armor, +1 Dex)
Special Defenses: Damage Reduction 5/-, Fast Healing 1, Fire Resistance 10
Feats: Track, Power Attack, Cleave

STR: 20, DEX: 12, CON: 16, INT: 11, WIS: 8, CHA: 13
Fort: +8, Ref: +3, Will: +4

BAB: +4, CMB: +10, CMD: 20
Attacks: Large +1 Iron Greatclub +9 (3d6+8,) Slam +8/+8 (1d6+5,) Bite +8 (1d8+5,) Gore +11, (charge only, 1d8+7,) Thrown rock +5 (2d6+7, range increment 120')
Face/reach: 10', 10'
Special Attacks: Cone of Fire, 6d6 fire damage, 60' cone shaped burst, Reflex half (DC 17, CHA based, SR yes, usable once every 10 minutes,) Rock Throwing
Special Qualities: Flight for up to 6 minutes per day (Good maneuverability,) as Fly spell, usable in 1 minute increments, sorcerer spells
Skills: Craft: Weaponsmithing +6, Climb +11, Intimidate +7, Perception +5, Survival +5, Sense Motive +7, Swim +11
Advancement: By class
Treasure: Standard
Organization: Solitary or pair (1 red oni, 1 blue oni)
Terrain: Mountains, hills, forests, and jungles

Red oni are large, horrible land spirits standing 10 to 12 feet tall, resembling muscular humanoids with one to three horns on their heads (with two being by far the most common,) large, sharp teeth, and usually clad in little more than a tiger-hide loincloth (though individuals dressed in loincloths made from boar, bear, and even human skin have been observed.) The skin of a red oni ranges from a deep maroon to a pale, almost pinkish red, and their shaggy hair and beards are usually black, maroon, or dark green.

COMBAT: The skin of a red oni is hard as stone, causing them to have no need for armor, and their fast healing ability causes them to rarely take heed of their own injuries until they're nearly incapacitated, at which point they tend to make use of their flight ability to make a hasty escape. Red oni have a strong preference for melee combat, preferring to charge with their gore attack and follow up by smashing prey with their iron clubs or their fists, though it's common for a red oni to use their cone of fire ability to begin a combat, especially from ambush, so it can catch the highest possible number of victims within its area. If heavily outnumbered or overmatched, however, red oni are clever enough to set up traps, such as triggering landslides or digging pitfalls, or to ambush or harass their enemy with their magical abilities.

Red oni cast spells as though they were 6th-level sorcerers. They tend to favor unsubtle spells, such as those that deal damage directly, and those that enhance their already formidable combat skills, such as Fireball or Bull's Strength.

ECOLOGY AND BEHAVIOR: Red oni are impulsive, hedonistic, and hotheaded, though they can sometimes be placated with flattery, gifts, or bribes. They love to fight, drink alcohol, eat, and gather wealth, in that order. They have a particular taste for the flesh of humanoids, though they won't turn down any meat they can steal or kill. Frequently these victims are consumed raw, and occasionally even while still alive (at least at the beginning of the meal.)

While they often directly steal what they want, it's not unheard of for a red oni to extort small villages near the outskirts of civilization into paying them tribute in the form of food (usually livestock, though sometimes a red oni will demand children instead) or alcohol, under the threat of the villagers' fields being burned down, or having their homes and families smashed under their mighty iron clubs.

Red oni have a 30% chance of being encountered accompanied by a blue oni. The pair wind up being generally more reasonable but significantly more dangerous than encountering either alone, with the blue oni tempering the red oni's passions, while the red oni spurs the blue oni into taking SOME kind of action. These pairings are almost invariably of oni of the same sex, though mixed-sex pairs have been reported rarely.

Red oni speak Giant and Common.

ADVANCEMENT: Red oni who have class levels typically advance as barbarians, though some choose to instead advance as sorcerers. Red oni of other classes are virtually unheard of. Their racial hit dice stack with sorcerer levels for determining their number of spells known and spells per day. For instance, a red oni level 3 sorcerer is considered to be a 9th-level sorcerer for determining his spells known and how many spells per day he can cast.

Typical spells known:
Level 0: Flare, Bleed, Spark, Ghost Sound, Detect Magic, Read Magic, Arcane Mark
Level 1: (7 per day) Ant Haul, Feather Fall, Mage Armor, Spit Copper (Conjuration: Spit a glob of molten copper as a ranged touch attack, deals 5d4 fire damage to 1 target within 30', Components: S, Casting Time: 1 standard action, duration: instantaneous, no save, no SR. Copper produced this way is worth 1d3 SP after cooling.)
Level 2: (5 per day) Bull's Strength, Invisibility
Level 3: (3 per day) Fireball OR Haste


Blue oni

BLUE ONI, CR 6
Large Giant
Lawful Evil
HD: 6d8+12 (39 average, 60 max)
Speed: 40', Fly 60' (Good)
Senses: Perception +7, Initiative +1, Low-light vision
AC: 18 (-1 Size, +8 natural armor, +1 Dex)
Special Defenses: Damage Reduction 5/-, Fast Healing 1, Cold Resistance 10
Feats: Track, Skill Focus: Intimidate, Craft Magic Arms and Armor

STR: 16, DEX: 12, CON: 14, INT: 14, WIS: 12, CHA: 13
Fort: +7, Ref: +3, Will: +6

BAB: +4, CMB: +8, CMD: 18
Attacks: Large +1 Greatsword, +7 (3d6+5,) Large dagger +6 melee or +4 thrown (1d6+3,) Large +1 Composite (+3 STR) Longbow +5 (2d6+4, range 110') Slam +6/+6 (1d6+3/1d6+3,) Bite +6 (1d8+3,) Gore +8, (charge only, 2d6+5)
Face/reach: 10', 10'
Special Attacks: Cone of Cold, 6d6 cold damage, 60' cone shaped burst, Reflex half (DC 16, CHA based, SR yes, usable once per 10 minutes)
Special Qualities: Flight for up to 6 minutes per day (Good maneuverability) as Fly spell, usable in 1 minute increments, sorcerer spells
Skills: Climb +9, Craft: Bowmaking +7 Intimidate +10, Perception +7, Survival +7, Sense Motive +7, Spellcraft +8
Advancement: By class
Treasure: Standard
Organization: Solo or pair (1 red oni, 1 blue oni)
Terrain: Mountains, hills, forests, and jungles

More even-tempered than red oni (sometimes even to the point of stocism,) but more dangerous, thanks to their foresight and patience, are blue oni. Blue oni tend to be slightly taller and less muscular than red oni on average, but otherwise strongly resemble them, being tall, muscular humanoids with one to three horns on their heads, with a single horn being the most common. Skin color ranges from a pale, almost greyish blue to a deep cobalt, and hair color is usually white, yellow, green, or black. Like red oni, blue oni rarely dress in more than a loincloth made from from the hide of a creature suitably large enough - tiger skin is traditional, but boar, bear, and human-hide loincloths have also been observed.

ECOLOGY AND BEHAVIOR: Blue oni tend to be somewhat better-kempt than their red cousins, and any given blue oni has a 25% chance to be found wearing armor of some fashion, often a lamellar cuirass sized for them (light, +2 AC, -0 ACP, max Dex. +4, ASFC 5%.) Other blue oni may instead simply cobble together armor made of scraps, taken from scavenged pieces, or from armor worn by individuals of smaller races they've killed (light, +4 AC, -4 ACP, max Dex. +2, ASFC 20%.) They sometimes make a second suit of such armor for their red oni companion, should they have one, but red oni are loathe to wear such constricting and uncomfortable things (red oni have only a 1% chance to be found wearing armor constructed for them by a blue oni.) However, being familiar with the temperament of red oni, most blue oni don't bother to make such gestures.

Blue oni often speak cryptically, if they even speak at all, and pursue their own goals that are often mysterious even to other oni. Typically, however, these goals tend to be the accumulation of wealth, status, and power, especially over smaller races. Blue oni particularly prize magic items such as wands and scrolls, and have a well-known weakness for alcohol. Like red oni, they also flavor humanoid flesh over other meat, though blue oni are more likely to cook their victims rather than eat them raw.

Blue oni speak Giant and Common, as well as two additional languages, frequently Orc and Goblin. Some prefer instead to learn Elven, Gnomish, Halfling, or Dwarven, in order to better eavesdrop on or issue orders to their slaves.

COMBAT: A blue oni casts spells as a 6th level sorcerer. They tend to favor spells that allow them to make up for deficiencies in their natural abilities, such as stealth, or to enhance their ability to manipulate smaller races, or to weaken or disable enemies (spells such as Charm Person, Eagle's Splendor, Invisibility, or Stinking Cloud are common.)

Blue oni prefer to fight from range or with their spells when they can afford to, though they're still fierce melee combatants, even unarmed. When forced into melee, a blue oni will usually try to find a position to make best use of its cone of cold ability, in order to catch the most enemies within its area of effect. Otherwise they prefer to fight with their swords, though they will resort to their natural attacks if disarmed or grappled.

ADVANCEMENT: The vast majority of blue oni who have class levels advance as sorcerers, though the occasional alchemist, wizard, ranger, rogue, or fighter may also be found among their kind. Blue oni of other classes are exceptionally rare. Their racial hit dice stack with any sorcerer levels for determining their number of spells known and spells per day. For instance, a blue oni level 3 sorcerer is considered to be a 9th-level sorcerer for determining his spells known and how many spells per day he can cast.

Typical spell selection:
Level 0: Arcane Mark, Detect Magic, Read Magic, Spark, Open/Close, Prestidigitation, Mage Hand
Level 1: (7 per day) Identify, Web Bolt, Charm Person, Mage Armor OR Abundant Ammunition
Level 2: (5 per day) Invisibility, Eagle's Splendor OR Arrow Burst
Level 3: (3 per day) Stinking Cloud

rferries
2020-05-09, 02:39 PM
I'm not 100% familiar with Pathfinder but I quite like these, especially how symmetrical you've made them. Very flavourful, too!