
Mauril |

So, due largely to this thread and the needs of my current adventure, I've decided to build a couple of new oni.
Here is my first attempt, the Tengu Oni.
Tengu Oni CR 6
NE Medium outsider (native, oni, shapechanger, tengu)
Init +10; Senses: darkvision 60, low-light vision; Perception
Defense
AC 23, touch 16, flat-footed 17 (+4 armor, +6 Dex, +3 natural)
hp 68 (8d10+24) Regeneration 5 (fire or acid)
Fort +7, Ref +10, Will +9
SR 17
Offense
Speed 30 ft., fly 40 (good)
Melee: rapier +15 (1d8+1), bite +15 (1d3+1)
Ranged: composite shortbow +15 (1d6+1)
Special Attacks: Touch of Blindness touch +15 (DC 15 Fort or blind)
Spell Like Abilities (CL 7)
Constant - fly, pass without trace
At will - invisibility
1/day - bull's strength, blur, suggestion (DC 15)Statistics
Str 12, Dex 23, Con 16, Int 10, Wis 19, Cha 8
Base Atk +8; CMB +9; CMD 25
Feats: Weapon Finesse, Improved Initiative, Great Fortitude, Combat Reflexes
Skills: Bluff +10, Knowledge (arcana) +8, Knowledge (planes) +11, Perception +15, Sense Motive +15, Stealth +18
Languages: Common, Goblin, Halfling, Tengu
SQ: change shape (small, medium or large humanoid; alter self or beast shape II [birds only])
Ecology
Environment: temperate mountains or urban
Organization: solitary, pair, or conspiracy (1-2 plus 2-7 tengu)
Treasure: NPC gear (chain shirt, scimitar, composite short bow [+3 Str] and 20 arrows, other treasure)
I should have a Reptile and Goblinoid Oni ready for critique soon.

Mauril |

Bugbear Oni CR 9
CE Medium outsider (native, oni, shapechanger, goblinoid)
Init +5; Senses darkvision 60 ft., scent; Perception
Defense
AC 24, touch 11, flat-footed 23 (+6 armor, +1 Dex, +5 natural, +1 shield)
hp 114 (12d10+48) Regeneration 5 (fire, acid)
Fort +11, Ref +5, Will +10
Offense
Speed 20 ft., fly 40 (good)
Melee morningstar +17 (1d8+5)
Ranged javelin +13 (1d6+5)
Spell Like Abilities (CL 12)
Constant - fly
At-Will - rage (self only), invisibility
3/day - cause fear (DC 14)
1/day - stoneskinStatistics
Str 20, Dex 13, Con 17, Int 10, Wis 10, Cha 13
Base Atk +12; CMB +17; CMD 28
Feats: Intimidating Prowess, Power Attack, Iron Will, Blind-Fight, Improved Initiative, Toughness
Skills: Acrobatics +7, Fly +5, Intimidate +25, Knowledge (planes) +15, Perception +15, Sense Motive +15, Stealth +14 Racial: +4 Intimidate, +4 Stealth
SQ: stalker, change shape (Small, Medium, or Large humanoid; alter self or giant form I), flight
Languages: Common, Goblin
Ecology
Environment temperate mountains
Organization solitary, pair, gang (3–6), or warband (7–12 plus 2 warriors of 1st level and 1 chieftain of 3rd–5th level)
Treasure NPC Gear (breastplate, heavy wooden shield, morningstar, 3 javelins, other treasure)
Reptile soon to come. Also, I forgot that the Tengu Oni would have a +10 fly skill.

Mauril |

Serpent Oni CR 7
CE Large outsider (native, oni, reptile, shapechanger)
Init +3; Senses: low-light vision, darkvision 60 ft.; Perception +13
Defense
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
hp 73 (7d10+35) Regeneration 5 (fire, acid)
Fort +7, Ref +10, Will +10
Offense
Speed 30 ft., fly 40 ft. (good)
Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+5)
Spell-Like Abilities (CL 7th)
Constant - fly
At Will - invisibility, darkness
3/day — hallucinatory terrain (DC 18)
1/day — suggestion (DC 17), detect thoughts (DC 16), hold person (DC 17)
Spells Known (CL 7th)
3rd (5/day)—charm monster (DC 17), hold person (DC 17)
2nd (7/day)—blur, daze monster (DC 16), acid arrow
1st (7/day)—charm person (DC 15), mage armor, magic missile, color spray (DC 15), ray of enfeeblement (DC 15)
0 (at will)—dancing lights, daze (DC 14), detect magic, detect poison, mage hand, read magic, touch of fatigue (DC 14)
Statistics
Str 20, Dex 17, Con 21, Int 14, Wis 16, Cha 19
Base Atk +7; CMB +13; CMD 26 (can't be tripped)
Feats: Combat Casting, Hover, Iron Will, Lightning Reflexes
Skills Bluff +14, Diplomacy +18, Fly +15, Knowledge (arcana) +12, Knowledge (planes) +12, Perception +13, Sense Motive +13, Stealth +13; Racial Modifiers Diplomacy +4, Linguistics +4
Languages Celestial, Draconic, Infernal, Abyssal
SQ change shape (small, medium, or large humanoid; alter self; beast shape I [reptiles only]) flight)
Ecology
Environment : temperate forests and hills
Organization: solitary, pair, or nest (3–6)
Treasure NPC gear (+1 longsword, other treasure)
Special Abilities
Silver Tongued: Diplomacy and Linguistics are always considered class skills for serpent oni.
Spells: A serpent oni casts spells as a 7th-level sorcerer
Now just to decide if I want to mess with the Rakshasa, giving me a CR6 - CR10 set of oni.

Mauril |

I ran my first playtest of the Bugbear Oni last night. I was worried that the Regen 5 would be a little harsh against my level 6 PCs. It was not. He performed admirably. Coupled with a small squad of 5th level goblins, they were a tough but ultimately winable encounter.
Its SLAs didn't have much time to get used as the goblins were falling fast. However, the flight and invisibility gave him a bit of a tactical advantage starting out. Two javelins from invisibility followed the next round by a some attacks with the morning star. After being turned into a pincushion by a pair of archers and a hefty greatsword attack, he moved and went invisible to regain a few HP. The remaining goblins were handled and the bugbear returned to try to take out one or two of the injured PCs (following the flavor text in the Bugbear entry about reveling in bringing pain to the most possible things). He wasn't able to take any down (got one player to 1 HP) before he was too injured to justify continued action. He went invisible and flew away.
Next week, we shall see how the Serpent and Tengu Oni handle. With their compliments of serpentfolk and tengu rogues, respectively, they should be interesting combats.

Mauril |

I used the Serpent Oni last night. She died waaaay too quickly. She took 75 damage in the first round and, were it not for the players thinking that "down" meant "dead", she wouldn't have got off more than a single Hold Person. She might fair better if she spent some of her invisible rounds self-buffing, but her minions were dropping rather quickly.
This leads me to believe that the Serpent Oni is probably best used as a minion and not a mini-boss, especially not for a level 6 group.
Next week, the group should be taking on the Tengu Oni and a modified Rakshasa and their various minions. I'll report in on how that goes.

Madcap Storm King |

I used the Serpent Oni last night. She died waaaay too quickly. She took 75 damage in the first round and, were it not for the players thinking that "down" meant "dead", she wouldn't have got off more than a single Hold Person. She might fair better if she spent some of her invisible rounds self-buffing, but her minions were dropping rather quickly.
This leads me to believe that the Serpent Oni is probably best used as a minion and not a mini-boss, especially not for a level 6 group.
Next week, the group should be taking on the Tengu Oni and a modified Rakshasa and their various minions. I'll report in on how that goes.
The Tengu Oni's attacks are one too high.
It does like no damage which is fine for a CR 6, but it will hit constantly.
How long does blind last? Can it use the touch attack like a natural weapon?
The loot listed has a [+3] Str shortbow. It should be a +1 according to the stat block. IF you use a bow too hard for you to pull you take minuses.
Does the Tengu really need fly (constant)? Why can't he have a natural fly speed?
If he has Bull's Strength, then why not just increase his strength by 4?

Mauril |

Well, Tengu don't normally have a fly speed and I had sort of decided to make constant fly and at-will invisibility de facto Oni traits (above the shapechanging, regeneration and sub-types that are required by the Bestiary). The fly speed listed on each is from the ability.
Good point about the composite bow, I should fix that.
The blinding power is probably too powerful as is, since I had planned to have it instill the blind effect which (to my understanding) is permanent unless otherwise noted. Switching it to "Blind for X rounds" would probably be better. I should probably make it a Su or Ex ability (depending on how I want to flavor it) so that it takes a standard action to use, limiting what it can be used with.
Giving it Bull's Strength was an attempt to let the relatively weak Tengu Oni choose to become stronger if it wanted to. What would you recommend instead as an SLA?
I noticed another error too. The bite attack should be at +10, as it becomes a secondary attack if it uses its rapier.
If I could edit the first post, I would. However, I will wait for some feedback and then post a fixed Tengu Oni.

Madcap Storm King |

Well, Tengu don't normally have a fly speed and I had sort of decided to make constant fly and at-will invisibility de facto Oni traits (above the shapechanging, regeneration and sub-types that are required by the Bestiary). The fly speed listed on each is from the ability.
Good point about the composite bow, I should fix that.
The blinding power is probably too powerful as is, since I had planned to have it instill the blind effect which (to my understanding) is permanent unless otherwise noted. Switching it to "Blind for X rounds" would probably be better. I should probably make it a Su or Ex ability (depending on how I want to flavor it) so that it takes a standard action to use, limiting what it can be used with.
Giving it Bull's Strength was an attempt to let the relatively weak Tengu Oni choose to become stronger if it wanted to. What would you recommend instead as an SLA?
I noticed another error too. The bite attack should be at +10, as it becomes a secondary attack if it uses its rapier.
If I could edit the first post, I would. However, I will wait for some feedback and then post a fixed Tengu Oni.
Considering Tengu were avian demons, I thought they would have wings, and could get a fly speed that way.
Maybe give it Greater Magic Weapon? It would be fitting for a "harbinger of war", and give the monster a little more bite with whichever weapon he was using that fight.

Mauril |

GMW would give it a +2 to hit/damage (since its SLAs are at CL 6). Not bad, as it would also last 6 hours.
As for the flight, I based the Oni on the tengu from the bestiary. As Oni are said to simply take the form of a creature from the Prime, I assumed they would look rather similar to emulated creature. Regular tengu have humanoid arms rather than wings, so I gave arms and not wings to the tengu oni.
Here is the reposted Tengu Oni.
Tengu Oni CR 6
NE Medium outsider (native, oni, shapechanger, tengu)
Init +10; Senses: darkvision 60, low-light vision; Perception
Defense
AC 23, touch 16, flat-footed 17 (+4 armor, +6 Dex, +3 natural)
hp 68 (8d10+24) Regeneration 5 (fire or acid)
Fort +7, Ref +10, Will +9
SR 17
Offense
Speed 30 ft., fly 40 (good)
Melee: rapier +15 (1d8+1), bite +10 (1d3)
Ranged: composite shortbow +15 (1d6+1)
Special Attacks: Touch of Blindness touch +15
Spell Like Abilities (CL 7)
Constant - fly, pass without trace
At will - invisibility
1/day - greater magic weapon, blur, suggestion (DC 15)Statistics
Str 12, Dex 23, Con 16, Int 10, Wis 19, Cha 8
Base Atk +8; CMB +9; CMD 25
Feats: Weapon Finesse, Improved Initiative, Great Fortitude, Combat Reflexes
Skills: Bluff +10, Knowledge (arcana) +8, Knowledge (planes) +11, Perception +15, Sense Motive +15, Stealth +18
Languages: Common, Goblin, Halfling, Tengu
SQ: change shape (small, medium or large humanoid; alter self or beast shape II [birds only])
Ecology
Environment: temperate mountains or urban
Organization: solitary, pair, or conspiracy (1-2 plus 2-7 tengu)
Treasure: NPC gear (chain shirt, scimitar, composite short bow [+1 Str] and 20 arrows, other treasure)
Special Abilities
Touch of Blindness (Ex): As a standard action, a tengu oni may make a touch attack to blind a foe for 1d4+1 rounds. The target may make a Fortitude save (DC 14) to reduce the duration to 1 round. A tengu oni may target a specific individual with this power only once in a 24 hour period. The save DC is Constitution based.
The high to-hit and high AC are due to the high Dex, but overall I don't think the abilities warrant moving it up to CR 8 (which is what the attack and AC suggest). I powered down the special attack so that it is more of an inconvenience than a save or suck. With the touch attack (which I know is sort of high but I can't figure out how to reduce it without dropping the Dex too low or making a stupid feat choice and getting rid of Weapon Finesse) and the save (which is a relatively low save for most melee types) and the short duration even on a failed save, I think the ability fits fine for a CR 6.

![]() |

GMW would give it a +2 to hit/damage (since its SLAs are at CL 6). Not bad, as it would also last 6 hours.
I hate to rain on your parade, but GMW doesn't give a +2 till CL 8th. Its for ever four caster levels you have, not every four additional caster levels.
Big difference. You might want to exchange that out for something else.

![]() |

I was thinking it was +1 for 1-4, +2 for 5-8, etc. Maybe that was just to make it seem useful to take before level 8... Oi.
Alright, how about Haste (self only)? Gives him some extra combat prowess, lasts for the majority of a combat and is something he can use at his level.
That works perfectly, and probably better in the end.

Mauril |

Here is the re-reposted Tengu Oni.
Tengu Oni CR 6
NE Medium outsider (native, oni, shapechanger, tengu)
Init +10; Senses: darkvision 60, low-light vision; Perception
Defense
AC 23, touch 16, flat-footed 17 (+4 armor, +6 Dex, +3 natural)
hp 68 (8d10+24) Regeneration 5 (fire or acid)
Fort +7, Ref +10, Will +9
SR 17
Offense
Speed 30 ft., fly 40 (good)
Melee: rapier +15 (1d8+1), bite +10 (1d3)
Ranged: composite shortbow +15 (1d6+1)
Special Attacks: Touch of Blindness touch +15
Spell Like Abilities (CL 7)
Constant - fly, pass without trace
At will - invisibility
1/day - haste (self only), blur, suggestion (DC 15)Statistics
Str 12, Dex 23, Con 16, Int 10, Wis 19, Cha 8
Base Atk +8; CMB +9; CMD 25
Feats: Weapon Finesse, Improved Initiative, Great Fortitude, Combat Reflexes
Skills: Bluff +10, Knowledge (arcana) +8, Knowledge (planes) +11, Perception +15, Sense Motive +15, Stealth +18
Languages: Common, Goblin, Halfling, Tengu
SQ: change shape (small, medium or large humanoid; alter self or beast shape II [birds only])
Ecology
Environment: temperate mountains or urban
Organization: solitary, pair, or conspiracy (1-2 plus 2-7 tengu)
Treasure: NPC gear (chain shirt, scimitar, composite short bow [+1 Str] and 20 arrows, other treasure)
Special Abilities
Touch of Blindness (Ex): As a standard action, a tengu oni may make a touch attack to blind a foe for 1d4+1 rounds. The target may make a Fortitude save (DC 14) to reduce the duration to 1 round. A tengu oni may target a specific individual with this power only once in a 24 hour period. The save DC is Constitution based.
Now...is this guy still CR 6?

Madcap Storm King |

That guy has 17 AC, does a lot more damage than your creature, and has lower to hit. Overall I don't think the Tengu does enough damage to matter right now to a level 6 party. His flight ability makes him tricky, The spell resistance is good, and the blind is flavorful. This is where you can add some really nasty stuff, like sneak attack or maybe the cavalier's challenge ability.
I wouldn't run this guy alone, since he'll get stomped. Despite his good AC and Blur, you'll only get to pop off one buff before hitting combat. Giving him an ability like "All masterwork or higher quality weapons a Tengu Oni holds gain the speed property" would also work to increase his threatening abilities, and then you could basically have haste on him all the time sans the +1 AC.
For another thematic ability... Gust of Wind is actually quite good, especially if the Oni uses terrain to his advantage, like waiting on a mountain pass.

Mauril |

Well, I had planned to use the Tengu Oni in a "conspiracy" with a couple of class leveled tengu rogues. Ending with about a CR10 encounter for my group of eight level 6 players.
The plan for Friday is to also throw a squad of reworked tieflings (half-oni rather than half-demon/devil), a pack of tigers (oni in this setting for some reason ride them) and a boss fight with a reworked rakshasa flanked by pair of oni of some sort, probably Ogre Magi. All encounters falling somewhere between CR10 and CR12.

Madcap Storm King |

Well, I had planned to use the Tengu Oni in a "conspiracy" with a couple of class leveled tengu rogues. Ending with about a CR10 encounter for my group of eight level 6 players.
The plan for Friday is to also throw a squad of reworked tieflings (half-oni rather than half-demon/devil), a pack of tigers (oni in this setting for some reason ride them) and a boss fight with a reworked rakshasa flanked by pair of oni of some sort, probably Ogre Magi. All encounters falling somewhere between CR10 and CR12.
You'll have to tell me how that works out. I'm running two 6 member groups, and they just brutalize stuff unless it's stupid, like an Eidolon (Which pulling no punches they did kill, thanks to the freaking Bard and his glitterdust) off of a CR 7 Summoner. They're level 5. My other group rolled a druid of the same level and a crapton of dinos into a burrito and ate them for lunch. A druid.
These guys will probably be ignored at that level, considering I had to roll at least two die and add ten damage to get the PCs to focus on a single threat. Haste you should have apply to the group, since they are supposed to be harbingers of war and giving a nice group buff would make your party step up their game a little. Especially since it is eight PCs.
Is it just me or do you find that Pathfinder PCs really tear up level equivalent encounters?

Mauril |

Yeah, they do. What I've found is that for groups larger than four, you can't increase the CR by picking a higher level single critter, you have to add extra lower level things. I treat this group as if it were two 4-person parties and build my encounters thus. You also have to remember than a CR=APL encounter is only supposed to take up one quarter of a four person party's resources, not to actually challenge them. An APL+2 or +3 should challenge them.
In the above situation, I plan to develop an encounter where one "group" is set to fight the oni (two CR 6 tengu oni, making a CR 8 encounter) and the other "group" will fight the minions (four level 5 normal tengu for a CR 8 encounter). The net result is a CR 10 encounter, but that number is more or less useless for my group. Since each "group" is APL 6, and each encounter is CR 8, it actually turns out to be an APL +2 encounter, which is only supposed to be sort of difficult according to the bestiary. As these are rather experienced players, it should come as a relatively simple encounter. They might almost lose one character if the dice are against them, but they should survive just fine to take on the tigers, followed by team tiefling and then the boss encounter.

Mauril |

After a week off due to a pretty bad snow storm, my group met last night and I was able to give the last iteration of the Tengu Oni a run against them. The party comprises of a THF fighter, treantmonk's switch hitting ranger, a timid paladin, a wizard, a tanking fighter/rogue and a disinterested cleric. Facing them were 4 level 5 mix classes tengu rogues and two tengu oni.
The PCs got the jump on the tengu and nearly killed one before they were able to react. The tengu had a hard time hitting the fighter, ranger and paladin and couldn't get to anyone else. The tengu oni appeared from invisibility to start stabbing the tanking fighter/rogue (who has separated himself) and the wizard. Both oni had hasted themselves in the first round while being invisible. One of the oni had to move to attack so it activated its blur SLA. The other simply full attacked the fighter/rogue. Three of it's four attacks (from Haste) struck home, but being only a couple of d6s, it only hurt him a little. The second oni put some wounds on the wizard, but rolled low so wasn't able to incapacitate her.
The party left the fighter to handle the remaining regular tengu and the paladin moved to help the fighter/rogue and the ranger and cleric stepped up to aid the wizard. Both oni were able to get off two more rounds of attacks before falling. The acid spear the cleric had was the bane of one of the oni. The oni attacking the fighter/rogue just rolled poorly on damage, but was able to bring the fighter/rogue to about 1/4 hp.
All in all, I think they performed well enough. I wasn't able to justify using the Touch of Blindness attack, either because it wasn't needed or because blinding one character while being flanked by two others is a less valuable option to simply trying to kill them. Because of that, I can't give a report as to whether the power is too good, too bad or just right.

![]() |

These are interesting!
I am trying to build some Oni of my own, but I may try out your Bugbear one, as the Oni I think are not getting enough love from the Bestiary, although according to the Ecology of the Oni in the latest PF Adventure Path, the Bestiary 3 will include the five element "Yai" oni, so there's that I suppose.

Mauril |

I can attest to the fact that all of these have worked really well in my campaigns. Let me know if they work out for you too.
Here are the urls for each of the oni that I created.
Bugbear Oni
Serpent Oni
Tengu Oni
Tiger Oni
Half-Oni Template

Kirth Gersen |

It did? I don't use the Pathfinder APs. Do you have the stats for it? Is it anything like mine?
It has 6 HD, regeneration 2 instead of 5, CR 5 instead of 6, change shape (but no inviso), and can steal voices.
Supposedly there will be a bunch of new oni appearing in the "Jade Regent" AP.

Demiurge 1138 RPG Superstar 2013 Top 8 |

I guess great minds think alike: my first oni was also a tengu-derivative, found here. Rather higher in power level at CR 10, though.