Hannya Oni: Difference between revisions

From Epic Path
Jump to navigation Jump to search
m (Text replacement - "\| Size = (.*) <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic --> " to "| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}} | Size | $1 <!-- Values: Fine, Diminutive, Tiny,...)
No edit summary
 
(80 intermediate revisions by 2 users not shown)
Line 7: Line 7:
   }}</onlyinclude>
   }}</onlyinclude>


| MonsterName = Hannya Oni
| Min-CR = 10
| Max-CR = 18


| Image = Hannya_Oni_1.png
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
| MonsterName | Hannya Oni
  }}</onlyinclude>
 
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Hannya_Oni_1.png
   <!-- Value: file name and extension only   -->
  }}</onlyinclude>
 
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption |
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>


| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
 
   }}</onlyinclude>
   }}</onlyinclude>


| Description = 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.
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role =
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion =
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher =
| Restrict-Role-Sneak =
| Restrict-Role-Swarm = Y
| Restrict-Role-Tank =
| Restrict-Role-Threat =  
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->


:Perhaps not in your world, (or maybe it is!) 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!
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR. Or leave blank. -->
  }}</onlyinclude>


: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 creaturesIt 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.
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CROr leave blank. -->
  }}</onlyinclude>


: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 timesIn all cases, they have a wild and violent streak that makes them dangerous, so approach with care!
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | 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 uncountableSince 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.


| Alignment = Chaotic Neutral
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!
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->
 
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!
  }}</onlyinclude>
 
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | True Chaotic
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
  }}</onlyinclude>


| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
Line 37: Line 81:
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Monstrous Humanoid
| Type | Monstrous Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
Line 65: Line 109:
   }}</onlyinclude>
   }}</onlyinclude>


| NudgeBasicLoreValue = +2
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
| NudgeBasicLoreValue| +2
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>


| NudgeFullLoreValue = +3
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}}
| NudgeFullLoreValue| +3
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>


| NudgeInit =  
| NudgeInit =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Senses = [[Standard Senses]], [[Precise Hearing]] 30 ft, [[Keen Hearing]] 60 ft
  <!-- SENSES -->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
  <!--   [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell -->
| Sense-Is-Blind-to-Vision =
   <!--   [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
| Sense-Is-Blind-to-Sound =
  <!--   [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
| Sense-Is-Blind-to-Smell =
  <!--   [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
| Sense-Has-Low-Light-Vision =
  <!--   [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->
 
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range = 60
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =
 
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =
 


| NudgePerception =  
| NudgePerception =  
Line 88: Line 157:


| NudgeAC =  
| NudgeAC =  
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeFFAC =
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


Line 121: Line 184:
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


| SpecialDefenses = ER 20/Acid
| SpecialDefenses = ER {{Hit-Dice}}/{{dmg|Acid}}
   <!-- Put any DR or ER values here -->
   <!-- Put any DR or ER values here -->


Line 127: Line 190:
   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


Line 159: Line 222:
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 50 ft., [[Hover]] 50 ft.
  <!-- MOVE TYPES -->
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
  <!--   [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
        if they don't have that movement type, leave it blank                    -->
  <!--   [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
| Move-Type-Walk-Speed = 50
  <!--   [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
| Move-Type-Burrowing-Speed =
  <!--   [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
| Move-Type-Tunneling-Speed =
  <!--   [[Lesser Teleport]], [[Greater Teleport]]            -->
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed = 50
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
 


| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




Line 194: Line 273:
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| PriAtkNotes = Must use Defaced ability (see below) before using this attack
| Pri-Atk-Dmg-Type = ripping
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| PriAtkNotes = Must use Defaced (see below) before using this attack
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| PriAtkNotes-FullAtkOnly =  
| PriAtkNotes-FullAtkOnly =  
Line 208: Line 290:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| PriAtkVSTouchAC =  
| Pri-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit = +2
| NudgePriToHit = +2
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage = hi
| NudgePriDamage = 2
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Pri-Atk-Crit-Range =  
| Nudge-Pri-Atk-Crit-Range =  
Line 230: Line 312:
| SecAtkName = Ripping Claws
| SecAtkName = Ripping Claws
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
| Sec-Atk-Dmg-Type = slashing
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| SecAtkNotes =  
| SecAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| SecAtkNotes-FullAtkOnly =  
| SecAtkNotes-FullAtkOnly =  
Line 245: Line 330:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SecAtkVSTouchAC =  
| Sec-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
Line 255: Line 340:


| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
Line 267: Line 352:
| TerAtkName =  
| TerAtkName =  
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
| Ter-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| TerAtkNotes =  
| TerAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| TerAtkNotes-FullAtkOnly =  
| TerAtkNotes-FullAtkOnly =  
Line 282: Line 370:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| TerAtkVSTouchAC =  
| Ter-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
Line 292: Line 380:


| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
Line 304: Line 392:
| QuaAtkName =  
| QuaAtkName =  
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
| Qua-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| QuaAtkNotes =  
| QuaAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| QuaAtkNotes-FullAtkOnly =  
| QuaAtkNotes-FullAtkOnly =  
Line 319: Line 410:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| QuaAtkVSTouchAC =  
| Qua-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
Line 329: Line 420:


| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
Line 348: Line 439:
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


| RangedAtkNumberOfIncrements =  
| RangedAtkNumberOfIncrements =
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| RangedAtkNotes =  
| Ranged-Atk-Dmg-Type =
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| RangedAtkNotes =
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| RangedAtkNotes-FullAtkOnly =  
| RangedAtkNotes-FullAtkOnly =  
Line 365: Line 459:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


| RangedAtkVSTouchAC =  
| Ranged-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
Line 375: Line 469:


| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range =  
Line 388: Line 482:
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Maneuver-Offense-Notes =  
| Maneuver-Offense-Notes = +2 on Disarms
   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->


Line 418: Line 512:


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




Line 433: Line 527:
<!--  FEATS  -->
<!--  FEATS  -->


| Feat1 = Disarm, Improved
| Feat1 =  
| Feat2 =  
| Feat2 =  
| Feat3 =  
| Feat3 =  
Line 471: Line 565:
<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




Line 494: Line 574:
| Ability-1-Type = Su
| Ability-1-Type = Su
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Swift Action 1/Enc
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = 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 {{#var:Special1SaveDC}} or be [[Cringing]] until the Oni's next turn begins. If they make the save, they are instead [[Shaken]] for one round.
| Ability-1-Description = 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 {{Save-DC|n=+1}} 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 are Immune to the effects of Defaced for 24 hours.
Once an enemy has made a save against this ability, they are Immune to the effects of Defaced for 24 hours.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special1-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility1ToHit =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1TouchAttack =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility1SaveDC = +2
   POISON / DISEASE FORMAT
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility1StandardDamage =  
{{Malady
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility1SwiftDamage =
-->
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   SPECIAL ABILITY 2   -->


| NudgeAbility1AlphaDamage =
| Ability-2-Name = Yin-Yang
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1-AbilityDamage =  
| Ability-2-Type = Su
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility1-HitPoints =  
| Ability-2-Action-Required = Move Action 1/Enc
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility1-HitDice =  
| Ability-2-Concentration =  
   <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = 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.


| NudgeAbility1-CR =
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.
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->


| NudgeAbility1-ManeuverOffense =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1-ManeuverDefense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


<!--  SPECIAL ABILITY 2   -->
-->
<!--  SPECIAL ABILITY 3   -->


| Ability-2-Name = Yin-Yang
| Ability-3-Name = Seething Vapor


| Ability-2-Type = Su
| Ability-3-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Concentration =  
| Ability-3-Action-Required = Swift Action 1/Enc
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-3-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = As part of their Art of Balance, a philosophy that balances Good and Evil but emphasises Change, Oni have the ability to walk in the shoes of their enemies. Literally.
| Ability-3-Description = 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.


: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.
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.  


: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, as they pass by each other in the center, 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.
Any creature which enters or begins their turn inside the Seething Vapor takes {{Special-Standard-Dmg}} points of {{dmg|acid}} damage, unless they make a Fortitude save versus a DC of {{Save-DC}} to resist it.  If the save is made, they take half damage.


   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  <!--Available Variables:  
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special2-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility2ToHit =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility2TouchAttack =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2SaveDC =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility2StandardDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   SPECIAL ABILITY 4   -->


| NudgeAbility2SwiftDamage =
| Ability-4-Name = Eyebite
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility2AlphaDamage =  
| Ability-4-Type = Su
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility2-AbilityDamage =  
| Ability-4-Action-Required = Standard Action
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-4-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = 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.


| NudgeAbility2-HitPoints =
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 maneuver]]s! 
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility2-HitDice =
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).
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->


| NudgeAbility2-CR =
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]].
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->


| NudgeAbility2-ManeuverOffense =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2-ManeuverDefense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


<!--  SPECIAL ABILITY 3   -->
-->
<!--  SPECIAL ABILITY 5   -->


| Ability-3-Name = Seething Vapor
| Ability-5-Name =  


| Ability-3-Type = Su
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-3-Concentration =  
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-5-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = 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.)
| Ability-5-Description =  


: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 (50 percent miss chance) 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.  A Gust of Wind spell will suffice to disperse it after one round, and stronger wind effects remove it immediately. 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


: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.
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


:Any creature which enters or begins their turn inside the Seething Vapor takes {{#var:Special3StandardDmg}} points of acid damage, unless they make a Fortitude save versus a DC of {{#var:Special3SaveDC}} to resist it.  If the save is made, they take half damage.
   POISON / DISEASE FORMAT
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special3-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility3ToHit =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility3TouchAttack =
-->
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   SPECIAL ABILITY 6  -->


| NudgeAbility3SaveDC =
| Ability-6-Name =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility3StandardDamage =  
| Ability-6-Type =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility3SwiftDamage =  
| Ability-6-Action-Required =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility3AlphaDamage =  
| Ability-6-Concentration =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility3-AbilityDamage =  
| Ability-6-Description =  
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->


| NudgeAbility3-HitPoints =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility3-HitDice =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility3-CR =
   POISON / DISEASE FORMAT
   <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->


| NudgeAbility3-ManeuverOffense =  
{{Malady
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility3-ManeuverDefense =
-->
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   SPECIAL ABILITY 7  -->


| Ability-7-Name =


| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


<!--   SPECIAL ABILITY 4  -->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Name = Eyebite
| Ability-7-Concentration =  
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Type = Su
| Ability-7-Description =  
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-4-Concentration =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description = 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.
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


:While separated, the jaws cannot be targeted and attacked separately, as they are defined as melee attacks.  Note that Hannya Oni may use their Improved Disarm feat with their Eyebite attacks! 
  POISON / DISEASE FORMAT


: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).
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


:Note: Oni cannot target attacks with hearing further away than 30 feet!  Beyond that distance, they require line of sight and line of effect as normal.
-->
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
<!--   SPECIAL ABILITY 8  -->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special4-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility4ToHit =
| Ability-8-Name =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4TouchAttack =  
| Ability-8-Type =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility4SaveDC =  
| Ability-8-Action-Required =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility4StandardDamage =  
| Ability-8-Concentration =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility4SwiftDamage =
| Ability-8-Description =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4AlphaDamage =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4-AbilityDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility4-HitPoints =
   POISON / DISEASE FORMAT
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility4-HitDice =  
{{Malady
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility4-CR =
-->
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
<!--   SPECIAL ABILITY 9  -->


| NudgeAbility4-ManeuverOffense =  
| Ability-9-Name =  
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4-ManeuverDefense =  
| Ability-9-Type =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


<!--   SPECIAL ABILITY 5  -->
| Ability-9-Description =


| Ability-5-Name =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


| Ability-5-Type =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| Ability-5-Concentration =
   POISON / DISEASE FORMAT
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-5-Description =  
{{Malady
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
| Name =  
  <!--Available Variables:
| Intensity =
        {{#var:Special5ToHit}}          To-Hit
| Save-Type =
        {{#var:Special5TouchAttack}}    Touch To-Hit
| Save-Mod =
        {{#var:Special5SaveDC}}          Save DC
| Frequency =
        {{#var:Special5StandardDmg}}    Std Damage
| Effect =
        {{#var:Special5SwiftDmg}}        Swift Damage
| Fruition =
        {{#var:Special5AlphaDmg}}        Alpha Damage
| F-Duration =
        {{#var:Special5-Ability-Dmg}}    Stat Damage
}}
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special5-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility5ToHit =
-->
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                   -->


| NudgeAbility5TouchAttack =
| Role-Only--Replace-Rez-Power--Name =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility5SaveDC =  
| Role-Only--Replace-Rez-Power--Type =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility5StandardDamage =  
| Role-Only--Replace-Rez-Power--Action-Required =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility5SwiftDamage =  
| Role-Only--Replace-Rez-Power--Concentration =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility5AlphaDamage =
| Role-Only--Replace-Rez-Power--Description =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5-AbilityDamage =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
        or save DC numbers with variables:


| NudgeAbility5-HitPoints =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility5-HitDice =
   POISON / DISEASE FORMAT
   <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->


| NudgeAbility5-CR =  
{{Malady
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility5-ManeuverOffense =
-->
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.           -->


| NudgeAbility5-ManeuverDefense =
| Role-Only--Add-Killer-Power--Name =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


<!--   SPECIAL ABILITY 6  -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Ability-6-Name =  
| Role-Only--Add-Killer-Power--Description =  


| Ability-6-Type =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
        or save DC numbers with variables:


| Ability-6-Concentration =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| Ability-6-Description =
   POISON / DISEASE FORMAT
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special6-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility6ToHit =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility6TouchAttack =
-->
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                   -->


| NudgeAbility6SaveDC =
| Role-Only--Replace-Leader-Power--Name =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility6StandardDamage =  
| Role-Only--Replace-Leader-Power--Type =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility6SwiftDamage =  
| Role-Only--Replace-Leader-Power--Action-Required =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility6AlphaDamage =  
| Role-Only--Replace-Leader-Power--Concentration =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility6-AbilityDamage =
| Role-Only--Replace-Leader-Power--Description =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->


| NudgeAbility6-HitPoints =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
        or save DC numbers with variables:


| NudgeAbility6-HitDice =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility6-CR =
   POISON / DISEASE FORMAT
   <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->


| NudgeAbility6-ManeuverOffense =  
{{Malady
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility6-ManeuverDefense =
-->
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                   -->


| Role-Only--Replace-Legend-Power--Name =


| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


<!--   SPECIAL ABILITY 7  -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Name =  
| Role-Only--Replace-Legend-Power--Concentration =  
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Ability-7-Type =
| Role-Only--Replace-Legend-Power--Description =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-7-Concentration =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
        or save DC numbers with variables:


| Ability-7-Description =
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   {{Touch-Attack}}         {{Skill-DC|Average}}       {{Special-Swift-Dmg}}
   <!--Available Variables:
  {{Save-DC}}               {{Skill-DC|Challenging}}   {{Special-Alpha-Dmg}}
         {{#var:Special7ToHit}}           To-Hit
  {{Hit-Points}}           {{Skill-DC|Hard}}           {{Ability-Dmg}}
        {{#var:Special7TouchAttack}}     Touch To-Hit
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
        {{#var:Special7SaveDC}}         Save DC
  {{Hit-Dice}}                                         {{Primary-Dmg}}
        {{#var:Special7StandardDmg}}     Std Damage
  {{Maneuver-Offense}}                                 {{Secondary-Dmg}}
        {{#var:Special7SwiftDmg}}       Swift Damage
  {{Maneuver-Defense}}                                 {{Tertiary-Dmg}}
        {{#var:Special7AlphaDmg}}       Alpha Damage
  {{CR}}                                               {{Quaternary-Dmg}}
        {{#var:Special7-Ability-Dmg}}    Stat Damage
                                                        {{Ranged-Dmg}}
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}       Hit Dice
        {{#var:Special7-Maneuver-Offense}}       Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}       Maneuver Defense
        {{#var:Special7-CR}}             CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility7ToHit =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7TouchAttack =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility7SaveDC =
-->
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
<!--   REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,  
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                 -->


| NudgeAbility7StandardDamage =
| Role-Only--Replace-Minion-Power--Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7SwiftDamage =  
| Role-Only--Replace-Minion-Power--Type =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility7AlphaDamage =  
| Role-Only--Replace-Minion-Power--Action-Required =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility7-AbilityDamage =  
| Role-Only--Replace-Minion-Power--Concentration =  
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility7-HitPoints =
| Role-Only--Replace-Minion-Power--Description =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility7-HitDice =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
        or save DC numbers with variables:


| NudgeAbility7-CR =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility7-ManeuverOffense =
   POISON / DISEASE FORMAT
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7-ManeuverDefense =  
{{Malady
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->


| Role-Only--Replace-Shooter-Power--Name =


<!--   SPECIAL ABILITY 8  -->
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Ability-8-Name =  
| Role-Only--Replace-Shooter-Power--Action-Required =  
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Type =  
| Role-Only--Replace-Shooter-Power--Concentration =  
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Ability-8-Concentration =
| Role-Only--Replace-Shooter-Power--Description =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-8-Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
        or save DC numbers with variables:
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special8-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility8ToHit =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility8TouchAttack =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8SaveDC =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility8StandardDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->


| NudgeAbility8SwiftDamage =
| Role-Only--Add-Skirmisher-Power--Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility8AlphaDamage =  
| Role-Only--Add-Skirmisher-Power--Type =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility8-AbilityDamage =  
| Role-Only--Add-Skirmisher-Power--Action-Required =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility8-HitPoints =  
| Role-Only--Add-Skirmisher-Power--Concentration =  
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility8-HitDice =
| Role-Only--Add-Skirmisher-Power--Description =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->


| NudgeAbility8-CR =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
        or save DC numbers with variables:


| NudgeAbility8-ManeuverOffense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility8-ManeuverDefense =
   POISON / DISEASE FORMAT
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->


<!--   SPECIAL ABILITY 9  -->
| Role-Only--Replace-Sneak-Power--Name =


| Ability-9-Name =  
| Role-Only--Replace-Sneak-Power--Type =  
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Ability-9-Type =  
| Role-Only--Replace-Sneak-Power--Action-Required =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Role-Only--Replace-Sneak-Power--Concentration =  
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Ability-9-Description =
| Role-Only--Replace-Sneak-Power--Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special9-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility9ToHit =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
        or save DC numbers with variables:


| NudgeAbility9TouchAttack =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility9SaveDC =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility9StandardDamage =  
{{Malady
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility9SwiftDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->


| NudgeAbility9AlphaDamage =
| Role-Only--Replace-Swarm-Power--Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9-AbilityDamage =  
| Role-Only--Replace-Swarm-Power--Type =  
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility9-HitPoints =  
| Role-Only--Replace-Swarm-Power--Action-Required =  
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                           -->


| NudgeAbility9-HitDice =  
| Role-Only--Replace-Swarm-Power--Concentration =  
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility9-CR =
| Role-Only--Replace-Swarm-Power--Description =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->


| NudgeAbility9-ManeuverOffense =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
        or save DC numbers with variables:


| NudgeAbility9-ManeuverDefense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = 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.
| CombatTactics = 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.
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 Hanya 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.  
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.


: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 Ying-Yanged away from the square where their weapons dropped!
Hannya Oni are not great combatants, but they are horribly mobile, they leave Seething Vapors all over the place, and they are remarkably cagey.  


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


: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.
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   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = 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 travellers.  Hannya Oni will drift and wander around, visiting taverns and shrines with equal gusto, and generally causing problems and picking fights.   
| OutOfCombat = 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.
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.
It all makes sense to the Oni, but nobody else has ever been able to keep up with their wily, erratic minds.





Latest revision as of 21:53, 4 February 2023

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)