View Full Version : Oni Project

2008-01-14, 04:12 PM
I've decided to make a seperate post, although this is still in my collection thread. Here i'll be statting out some oni in my campaign, but for now i'll leave you guys with the background of my oni. Comments and ideas are always welcome.

Here is how the Oni came to be.

In ancient times long since past, the Shinto deities created a powerful race of creatures to watch over and protect humans from evil. These creatures were fearsome in appearance yet just as beautiful. They dressed in elaborate armor and wielded beautifully crafted weapons. Evil didn’t stand much of a chance against the wrath of the Oni. However, this all took place when the multiverse was still in its early stage; thus, evil hadn’t really developed yet. Over many years, evil continued to grow to numbers, which far exceeded the Oni. The task of slaying evil still remained fairly easy for the Oni until they realized that the creatures they were sent to protect were the cause of the growing evil. The humans were easily seduced by evil, which came in the forms of demons, devils, and yugoloths. They were more prone to commit evil and foul acts, than to perform good deeds. Thus, as they died, their tainted souls would find their way to the Lower Planes, which in turn would strengthen evil.

The Oni had a dilemma; they were created to destroy evil, but to protect humans. Soon the some Oni decided it was right to destroy the evil humans, while others sought to reform them and save their souls. All in all, as a whole, the Oni eventually decided to rid the Mortal Coil of evil, whether it be humans or fiends. Oni, across the multiverse began slaying all evil humans and those they considered to be tainted by evil (though some were not). This action angered the Shinto Gods, however, they did not punish the Oni because that’s what they were created to do, slay evil. Instead, the Shinto deities decide to separate the Oni from the humans and place them on the outskirts of the Mortal Coil to prevent evil from crossing over. Many years passed as the Oni defended the Mortal Coil, before they realized the humans began worshipping fiends, such as Asmodeus, Orcus, Demogorgon, and many more. The humans even began summoning these foul creatures to the Mortal Coil. So against their creators’ orders, the Oni rushed back to the Mortal Coil and began brutally slaughtering these evil humans, as well as destroying altars and temples belonging to the evil entities. Though they were slaying evil, the chaos they brought with them, destroyed millions of innocent humans as well.

The Shinto deities intervened and banished the Oni to the Outer Planes, where they would roam forever. They saw the Oni as failed creations and forsook them. The Oni were still persistent in destroying evil, and continued to do so in the Lower Planes. However, the Lower Planes were home to the terrible fiends and the Oni were uninvited guests. In the Outer Planes, the Oni were hunted down by fiends and slain. Most Oni, fearing extinction, sided with the fiends and betrayed their Oni brethren. As the few remaining good Oni numbers dwindled, they retreated into unknown parts of the multiverse. The Oni, which sided with evil, sought to lash out at the gods who had banished them, but could not do so directly or they’d surely meet their ends. Eventually, the Oni worked with the fiends, corrupting or utterly destroying human souls all over the Mortal Coil. As a result, they lost their mystic beauty and became nothing more than fiends themselves. Their forms were now corrupted and ugly from the years they spent in the Lower Realms. Soon, the Oni took note of the fiends and began gaining worshippers, although not nearly as much as the demon lords and arch devils. And that’s when the first ruler of evil Oni kind came into existence. He became known as Keonerru, The Dark One. Keonerru was the first of the Oni to ascend into godhood. He gained immense divine powers, as well as enhanced Oni powers. He used his divine status to gain followers, like the fiendish entities, which ruled the Lower Planes. Keonerru eventually decided now was as good of a time as any to invade the Mortal Coil. Not even the resident demon lords of the Abyss thought it was smart to invade the Mortal Coil, because they knew the celestials will no doubt get involved. However, they bolstered Keonerru’s army with demons nevertheless.

The Oni Lord led his Oni and gangs of demons into the Mortal Coil, where he sought to slay countless of humans, which he blamed for the banishment of his race. The Shinto deities were no doubt gearing up to intervene against the foul Oni, but had a sigh of relief as the once hidden Oni revealed themselves. The good Oni, clashed against Keonerru’s forces on a Prime World long forgotten. However, these Oni were different from what they used to be. They were separated into four distinct groups, each having the power over a certain element; Air, Earth, Fire, and Water. Not only did they have control over their respective elements, these Oni were far more disciplined than before and looked as though they have been training for just this day.

Using their newfound powers, the good Oni obliterated almost all of Keonerru’s forces with little casualties. Yet they were still greatly outnumbered as Keonerru unleashed a second wave of fiends upon them. Just then, warriors from across the Mortal Coil gathered here to help the good Oni. They too, unfortunately, found themselves outnumbered. Finally, the skies opened up, and thousands of celestials poured forth from the Realms Above. Although celestials and Oni have had few encounters with each other over the past eons, the celestials were certainly not going to stand back and watch as evil ravaged the Mortal Coil. Thus, they joined forces with the Oni and fought against Keonerru and his forces. Eventually, their numbers dwindled and the celestials retreated at the command of high ranking celestials. Once again, the Oni were left alone to fend for themselves. At this point, Keonerru personally got involved to ensure his “foolish” brethren were taken care of, before setting his sites on the humans again. The Dark One, used his deific powers to turn the tide of the battle. He slaughtered the good Oni left and right. But, the strange thing was as soon as he killed them, their souls mysteriously waded in the air, as trying to fight on. Then suddenly, the souls began gathering in one area, into one particular Oni, by the name of Hi-no-Kami. He had begun sucking the souls into a large gem in his chest. This resulted in him gaining immense strength from his fallen brethren. The few remaining good Oni who witnessed this stepped aside as Hi-no-Kami approached Keonerru. As he stepped closer he grew in size to match the Dark One’s massive size.

The two did battle, alone. All the fiends and Oni stopped to watch this awesome battle. Hi-no-Kami eventually killed Keonerru in less than an hour. But, something happened that no one expected. Instead of vanishing from existence, Keonerru’s essence soared back into the Abyss. That’s when, Hi-no-Kami realized that Keonerru was a god, and gods always return to their divine realms upon death. Hi-no-Kami was enraged that he could let him get away, and took out his fury on the fiends who were foolish enough to still be around. The battle was over, and the good Oni had won for now.

Hi-no-Kami set out to strengthen his dying race. He created a demiplane, now known as Onigushima, which would be placed in the Realms Above, where the Oni would know peace in the protection of the neighboring planes. Over the years, Hi-no-Kami eventually ascended into godhood as well as few other good Oni, who were strong enough to claim the title of Oni Lord. Unfortunately, the foul Oni of the Abyss had produced just as powerful Oni Lords of darkness and destruction. Hi-no-Kami knows its just a matter of time before Keonerru would recover and lead his forces back into the Mortal Coil once again, which Hi-no-Kami is undoubtedly prepared for.

2008-01-15, 04:36 PM
Here's the Oni subtype

Oni subtype: Oni are a race of mythical creatures. Most are native to the Outer Planes, but some make their homes amongst humans.
Traits: An Oni possesses the following traits (unless otherwise noted in the creature's entry):
-Darkvision out to 60 ft.
-Immunity to disease and poison
-Resistance to acid, cold, electricity, and fire 10
-Mystic Power (Su): Oni can imbue their weapons with the mystical powers of the Oni, which has various effects on creatures depending on the type of Oni it comes from.

2008-01-15, 04:41 PM
Large Outsider (chaotic, good, native, oni)
HD: 12d8 + 96 (150 hp)
Initiative: +9
Speed: 60 ft.
AC: 29 (+7 armor, +5 Dex, +8 natural, -1 size) touch 14, flat-footed 24
BAB/ Grapple: +12/+23
Attack: +2 flaming, ghost touch, large greatsword + 21 melee (3d6 + 9 + 1d6 fire/ 19-20/x2), or claw +18 melee (1d8 + 7 + 1d6 fire)
Full attack: +2 flaming, ghost touch, large greatsword + 21/+16/+11/+6 melee (3d6 + 9 + 1d6 fire/ 19-20/x2), and gore +16 melee (1d8 + 3), or 2 claws +18 melee (1d8 + 7 + 1d6 fire), and gore +13 melee (1d8 + 3)
Space/reach:10 ft./ 10 ft.
Special attacks: Fire Stream, Ho Spheres, Mystic Power (fire), Mystic Fireball, Spell-Like Abilities, Wreathed in Flames
Special qualities: Darkvision 60 ft., DR 10/magic, Fast Healing 5, Fire Immunity, Oni Traits, SR 22
Saves: Fort +16, Ref +13, Will +12
Abilities: Str 25, Dex 20, Con 27, Int 16, Wis 19, Cha 22
Skills: Balance +20, Climb +22, Concentration +23, Intimidate +21, Jump +34, Knowledge (theplanes) +18, Listen +19, Search +18, Spot +19, Survival +19, Tumble +20
Feats: Cleave, Combat Expertise, Improved Initiative, Power Attack, Weapon Focus (greatsword)
Environment: Volcanoes, Hot Climates, Elemental Plane of Fire
Organization: Solitary or Trio
CR: 15
Treasure: +2 flaming, ghost touch, large greatsword, +2 ghost touch breast plate, and Standard Items
Alignment:Usually Chaotic Good
Advancement: 13 - 36 HD (large) or by character class

Appearing before you is a fearsome, yet gentle humanoid standing 9 ft. tall. He has crimson-red skin and fiery hair. Two red horns on its forehead blend in with its skin color, making them appear to be curved pointy growths rather than horns. Dressed in elaborate samurai armor with golden designs, this creature also wields a flaming greatsword. Suddenly the creature is lit ablaze by white-hot flames. This creature is the Ho-no-Oni.

Ho-no-Oni, or fire oni, are amongst the strongest of their kind. They can be just as destructive as fire, but fortunately their destructive sides are focused on evil. Fire oni, just like most other on are thought to be demons due to their fearsome appearance. However they are champions of good.

Fire oni stand 9 ft. tall and weigh 320 pounds. They speak Abyssal, Celestial, Common, Ignan, and Infernal.

Combat: Ho-no-Oni are superb melee fighters. They usually start the battle by imbuing their weapons with their Mystic Power ability, before charging into melee combat. However if enemies surround them, the Ho-no-Oni will activate their Ho Spheres ability to clear the way. If facing destruction, a fire Oni will likely fly away in order to one day return and destroy their foe.

Fire Stream (Su): As a standard action, the fire oni can stabs his sword into the ground causing a stream of flame to shoot forth in a 100 ft. line at his foes. The fire deals 10d6 points of fire damage to any creature caught within the line. Reflex save DC 22 halves. DC is Cha-based.

Ho Spheres (Su): As a full-round action, the fire oni can surround himself with 6 fireballs. For 10 rounds the fireballs circle around the fire oni in a 10 ft. radius. Any creature within range takes 6d6 points of fire damage each round they are within the radius. Reflex save DC 22 halves damage. Large or smaller creatures must also succeed a Fortitude save DC 22 or be knocked prone and 10 ft. back from the fire oni for 1d4 rounds. Huge creatures must also succeed a Fortitude save DC 22 or be stunned for 1 round. Gargantuan and large creatures just take the fire damage. After the effect is done, the fire oni must wait 1d6 rounds before activating the ability again. DC’s are Cha-based.

Mystic Power (fire) (Su): As a standard action, the fire oni can sheathe one of his weapons (natural or otherwise) with mystical flames. For 10 rounds, that weapon deals an extra 1d10 points of mystical damage. Creatures struck by that weapon, must succeed a Fortitude save DC 22 or receive a –2 penalty to attack and damage rolls. They also take 1d3 Str damage as the mystic flames weaken them. After the effect is over, the fire oni must wait 1d4 rounds before activating it again. DC is Cha-based.

Mystic Fireball (Su): As a standard action, the fire oni can launch forth a ball of mystical fire from his hand. The fireball has a maximum range of 150 ft. with no range increments. It deals 5d8 points of fire damage plus 2d10 points of mystical damage. Reflex save DC 22 halves. Creatures hit by the fireball must also succeed a Fortitude save DC 22 or be stunned for 1d6 + 1 rounds. Both DC’s are Cha-based.

Oni Traits: An Oni possesses the following traits (unless otherwise noted in the creature's entry):
-Darkvision out to 60 ft.
-Immunity to disease and poison
-Resistance to acid, cold, electricity, and fire 10
-Mystic Power (Su): Oni can imbue their weapons with the mystical powers of the Oni, which has various effects on creatures depending on the type of Oni it comes from.

Spell-Like Abilities: CL 12th; DC 16 + spell level
At will – bull’s strength, detect evil, detect magic, fireball, greater teleport (self plus 50 pounds only), scorching ray, see invisibility
3/day - fly

Wreathed in Flames (Su): A fire oni is constantly wreathed in flames. Any creature within 5 ft. of the fire oni takes 3d6 fire damage. Those who grapple with a fire oni take 5d6 points of fire damage each round they are grappled. The fire oni can choose whom the fire harms and whom it doesn’t, or he can shut it off (and turn back on) as a free action.

Ho-no-Oni Lore
Knowledge (the planes)
DC Result
10 The Ho-no-Oni constantly surrounds its weapons in mystical Oni energy, which weakens creatures causing them to deal less damage.
15 They might be fearsome in appearance, but are ultimately good creatures. Also, the Ho-no-Oni are natural leaders despite their fiery tempers.
20 Even though they do not have wings, the fire oni can fly through the use of their spell-like abilities.

Fire oni are constantly on the look out for evil to slay. While not on the prowl, they are usually forming friendships with powerful human champions of good they come across; often helping them on their quests, so long as there is evil to be destroyed. An adventuring party can find a great ally in a fire oni. However, fire oni are leaders, not followers, and will almost always try to lead the party, which may or may not cause conflict with the party’s existing leader. Fire often breed with humanoid creatures, producing mighty half-oni. They also breed with each other, to strengthen the numbers of fire oni. All in all, they produce much like humans, except the pregnancy stage takes no longer than a month, rather than the usual 9 months of humans. After birth, a fire oni reaches adulthood and full size in 15 years. Fire oni are immortal.

Fire oni have a society much like humans. The strongest lead, and the weakest do not submit, but rather follow their leader. Fire oni can often be found n the company of strong creatures who seek to destroy evil. They live among other fire oni, fire elementals, good-aligned half-dragons, and humans. Those who make their home in Onigushima live amongst celestials and other holy creatures.

Fire oni carry little except their weapons and armor.

Fire oni are chaotic at heart, but have been known to be good (and rarely evil), but never neutral.

Fire Oni with class levels
Fire oni associated classes are the fighter and ranger classes, and sorcerer/wizard classes are unassociated.

Sample Encouter
Fiery Challenge (EL 18 ): A fire oni promises to aid the adventuring party only if they help him slay Mature Adult red dragon, which has gone unchecked for many years. If successful, the adventuring party gains a powerful ally for life

2008-01-22, 03:25 PM
Large Outsider (chaotic, good, native, oni)
HD: 11d8 + 88 (137 hp)
Initiative: +9
Speed: 50 ft., swim 50 ft
AC: 27 (+6 armor, +5 Dex, +7 natural, -1 size) touch 14, flat-footed 22
BAB/ Grapple: +11/+22
Attack: +3 frost, spear +20 melee (2d6 + 13 + 1d6 cold/x3)
Full attack: +3 frost, spear +20/+15/+10/+5 melee (2d6 + 13 + 1d6 cold/x3), and gore +15 melee (1d8 + 3 + 1d6 cold), or 2 claws +18 melee (1d6 + 7 + 1d6 cold), and gore +15 melee (1d8 + 3 + 1d6 cold)
Space/reach: 10ft./10 ft.
Special attacks: Cold Aura, Koori Spikes, Mystic Power (ice), Spell-like Abilities
Special qualities: Cold Immunity, DR 10/magic, Fast Healing 6, Oni Traits, Spiked Body, SR 21
Saves: Fort +15, Ref +12, Will +11
Abilities: Str 25, Dex 21, Con 26, Int 15, Wis 18, Cha 22
Skills: Balance +20, Bluff +17, Climb +23, Intimidate +17, Jump +26, Knowledge (the planes) +13, Listen +15, Search +13, Spot +15, Survival +15, Swim +18, Tumble +16
Feats: Combat Expertise, Dodge, Improved Initiative, Power Attack
Environment: Cold Temperatures or Cold Mountainous Regions
Organization: Solitary or group (5-9)
CR: 14
Treasure: +3 frost, spear and Standard
Alignment: Chaotic Good
Advancement: 12 – 33 HD (large) or by character class

Standing before you is a muscular light-blue-skinned creature. Its horns are large and made of ice, while its hair is white. It dresses in shiny armor and wears a necklace, and bracelets made of crystals. Jutting out of its forearms, back, and knees are large, pointy, icicles. In both hands, the creature wields a beautifully crafted spear made of ice.

Koori-no-oni, or ice oni, are among the strongest of the elemental oni, after the fire oni of course. They are masters of their spears and love freezing their foes before shattering them.

Ice oni stand 9 ft. tall and weigh 275 pounds. They speak Abyssal, Aquan, Celestial, Common, and Infernal.

Combat: Koori-no-oni fight much like the fire oni. They charge into battle with their spears drawn, constantly using their Koori Spikes ability to scatter or even freeze their foes on the battlefield. If out numbered, they will always use their spell-like abilities to help them make it out alive. Against single foes, the ice oni loves to activate their mystic power ability on their spears in order to freeze and shatter the unsuspecting foe.

Cold Aura (Su): The ice oni is constantly surrounded is freezing winds. Any creature within 15 ft. of the ice oni, take 3d6 each round they are in the aura. Fortitude save DC 21 halves damage. The ice oni can shut off (or turn back on) the aura as a free action. DC is Cha- based.

Koori Spikes (Su): As a standard action, the ice oni performs an acrobatic leap into the air, spinning once, before crashing their spears upon the ground in front of them. This action creates a line of pointy ice crystals that is 10 ft. wide and 30 ft. long. Any creatures within range, take 8d8 points of damage; half is cold, the other half is piercing. They also take 1d6 Dex damage. If their Dex score reaches 0, the creature is frozen. At which point, the ice oni can make an attack against the frozen creature to shatter it. Reflex save DC 21 halves all damage. Medium size or smaller creatures whom fail their saves take damage and are knocked prone for 1 round. DC is Cha-based.

Mystic Power (ice) (Su): As a standard action, the ice oni can activate this ability. This mystical power can be added to any weapon (natural or otherwise). Once activated the wind oni’s chosen weapon is surrounded in light-blue energy. The light-blue energy is freezing cold. For 10 rounds, the chosen weapon deals an extra 1d10 points of mystical damage. With each successful hit, the targeted creature must succeed a Fortitude save DC 21 or take 1d4 Dex damage. If their Dex score reaches 0, the creature is frozen. At which point, the ice oni can make an attack against the frozen creature to shatter it. DC is Cha-based.

Oni Traits: An Oni possesses the following traits (unless otherwise noted in the creature's entry):
-Darkvision out to 60 ft.
-Immunity to disease and poison
-Resistance to acid, cold, electricity, and fire 10
-Mystic Power (Su): Oni can imbue their weapons with the mystical powers of the Oni, which has various effects on creatures depending on the type of Oni it comes from.
-Telepathy 100ft

Spell-like Abilities: CL 11; DC 16 + spell level
At will – chill touch, detect good, detect magic, fog cloud, greater teleport (self and 50 pounds), obscuring mist, see invisibility, slow
6/day – cone of cold, ice storm

Spiked Body (Ex): Creatures grappling with the ice oni take 3d6 piercing damage and 3d6 cold damage.

Koori-no-Oni Lore
Knowledge (the planes)
DC Result
10 The Koori-no-Oni constantly surrounds its weapons in mystical Oni energy, which usually winds up with the targeted creature being frozen.
15 They wield spears made completely of ice and are quite good at attacking with them.
20 The ice oni is covered in icicle-like spikes, which it uses as an added defense against grapplers.
25 Koori-no-oni are able swimmers, even though they live in places where the water is usually frozen.