Oni Mage, (Ogre)
Clad in beautiful armor, this exotically garbed giant roars, its tusks glistening and its eyes afire with murderous intent.
Source: Pathfinder d20pfsrd.com
The ogre mage, like all oni, is an evil spirit come to the Material Plane and clad in living flesh – in this case, that of a brutish ogre. Ogre mages are often found serving as leaders of ogre tribes, yet not all of them seek to link their destinies to their less-intelligent kin. Some become lone marauders who hold villages hostage, demanding regular tribute in the form of gold, food, or maidens, lest they take more than they ask.
An oni mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Oni mages favor loose, comfortable clothing and lightweight armor.
Oni Traits
The oni are a diverse race of evil outsiders, of which the ogre mage is the most common. Other types of oni exist as well – evil spirits that clothe themselves in the flesh of other types of humanoid. The majority of oni are giants, with goblinoid, tengu, and reptilian oni being relatively common as well.
While oni are incredibly varied in their shapes and powers, they still share certain traits in common.
Regeneration: All oni regenerate, although the rate of regeneration varies. Damage from fire or acid can kill an oni.
Change Shape: All oni are shapechangers, but their ability to change shape is generally limited to creatures similar in shape to their true form.
Native: Oni are native outsiders. As evil spirits clad in mortal humanoid flesh, all oni also possess one of the humanoid subtypes – usually giant.
Oni
Clad in beautiful armor, this exotically garbed giant roars, its tusks glistening and its eyes afire with murderous intent.
Large giant, lawful evil
Armor Class 16 (chain mail)
Hit Points 110 (13d10 + 39)
Speed 30 ft., fly 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 11 (+0) | 16 (+3) | 14 (+2) | 12 (+1) | 15 (+2) |
Saving Throws Dex +3, Con +6, Wis +4, Cha +5
Skills Arcana +5, Deception +8, Perception +4
Senses: darkvision 60 ft., passive Perception 14
Languages Common, Giant
Challenge 7 (2,900 XP)
Special Traits
- Innate Spellcasting: The oni’s innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:
- At will: darkness, invisibility
- 1/day each: charm person, cone of cold, gaseous form, sleep
- Magic Weapons: The oni mage’s weapon attacks are magical.
- Regeneration: The oni mage regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
- Multiattack: The oni mage makes two attacks, either with its claws or its glaive.
- Claw (Oni Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
- Glaive: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.
- Change Shape: The oni mage magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.
Ogre Mage
Ogre Mage CR 8 |
XP 4,800 LE Large outsider (giant, native, oni, shapechanger) Init +7; Senses Darkvision 60 ft., Low-Light Vision; Perception +13 |
DEFENSE |
AC 21, touch 12, flat-footed 18 (+4 armor, +3 Dexterity, +5 natural, 1 size) hp 92 (8d10+48); regeneration 5 (fire or acid) Fort +12, Ref +5, Will +10 SR 19 |
OFFENSE |
Speed 40 ft., Fly 60 ft. (good) Melee greatsword +14/+9 (3d6+10) Ranged composite longbow +10 (2d6+7) Space 10 ft.; Reach 10 ft. Spell-Like Abilities (CL 9th) Constant – fly At will – darkness, invisibility; 1/day – charm monster (DC 17), cone of cold (DC 18), gaseous form, deep slumber (DC 16) |
STATISTICS |
Strength 24, Dexterity 17, Constitution 23, Intelligence 14, Wisdom 14, Charisma 17 Base Atk +8; CMB +16; CMD 29 Feats Combat Expertise, Combat Reflexes, Improved Initiative, Iron Will, Skills Bluff +14, Disguise +14, Fly +5, Intimidate +14, Knowledge (arcana) +13, Perception +13, Sense Motive +13, Spellcraft +13, Use Magic Device +14 Languages Common, Giant SQ change shape (Small, Medium, or Large humanoid; alter self or giant form I), flight |
ECOLOGY |
Environment cold hills Organization solitary, pair, or patrol (1-2 plus 2-4 ogres) Treasure double (chain shirt, greatsword, composite longbow [+7 Strength] with 20 arrows, other treasure) |
Oni mages as Characters
oni mage characters possess the following racial traits.
– +10 Strength, +6 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma.
-Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
-Space/Reach: 10 feet/10 feet.
-An oni mage’s base land speed is 40 feet. It also has a Fly speed of 40 feet (good).
–Darkvision: oni mages can see in the dark up to 60 feet.
-Racial Hit Dice: An ogre mage begins with five levels of giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
-Racial Skills: An ogre mage’s giant levels give it skill points equal to 8 x?(2 + Intelligence modifier [minimum 1]). Its class skills are Concentration, Listen, Spellcraft, and Spot.
-Racial Feats: An ogre mage’s giant levels give it two feats.
– +5 natural armor bonus.
-Special Attacks (see above): Spell-like abilities.
-Special Qualities (see above): Regeneration 5, Spell Resistance 19.
-Automatic Languages: Common, + anotherBonus Languages: x4
-Favored Class: sorcerer.
-Level adjustment +7.