Hannya Oni: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.07 -->
[[Category:CR 13]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 13
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


[[Image:Hannya_Oni_1.png|384px|right|xx]]
| MonsterName = Hannya_Oni_1.png
== Hannya Oni (CR 13) ==
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!) 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!
| Image = Hannya Oni
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


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.
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or 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 inHannya 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.
| 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.


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!
: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 existenceAs 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. 


=== GENERAL ===
: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!
'''CR''' 13  '''Hit Dice''' 19


'''XP''' 25,600
| Alignment = Chaotic Neutral
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


CN, Medium, Monstrous Humanoid
| Size = Medium
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


'''Init''' +6; '''Senses''' [[Precise Hearing]] 30 ft, [[Keen Hearing]] 60 feet, Perception +20
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Monstrous Humanoid
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|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 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 -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>


=== DEFENSE ===
| NudgeBasicLoreValue = +2
'''AC''' 34, '''touch''' 24, '''flat-footed''' 30 (+8 armor, +4 dex, +6 natural, +6 deflection)
  <!-- 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 -->


'''hp''' 295
| NudgeFullLoreValue = +3
  <!-- 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 -->


'''Fort''' +12, '''Ref''' +12, '''Will''' +16
| NudgeInit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Aura:''' -
| Senses = [[Standard Senses]], [[Precise Hearing]] 30 ft, [[Keen Hearing]] 60 ft
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


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


'''Special Defenses:''' ER 20/Acid
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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


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


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


=== OFFENSE ===
| Maneuver-Defense-Notes =  
'''Speed''' [[Walk]] 50 ft., [[Lesser Flight]] 50 ft
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


'''Space / Reach:'''  5 ft. / 5 ft.
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


'''Single Melee''' Tearing Gape +21 (2d8+15/x2), (NOTE: Must use Defaced before using this attack)


'''Full Melee''' Tearing Gape +21 (2d8+15/x2), 2x Ripping Claws +21 (2d6+5/x2)
<!--  SAVING THROWS  -->


'''Ranged''' 2x Eyebite +21 (2d8+9/x2) (See below for details), Range increment 200 feet, maximum range 200 feet
| Fort =
| Refl =
| Will = S
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->


'''Special Attacks''' Eyebite, Yin-Yang, Seething Vapor, Defaced
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


'''Action Points''' 0
| SpecialDefenses = ER 20/Acid
  <!-- Put any DR or ER values here -->


| StrongAgainst =
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          '''''Hardened ( damage):'''''
          '''''Immune (no effect):'''''                                                                  -->


=== STATISTICS ===
| Hide-Role-Strong-Against-1 =  
'''Str''' 16, '''Dex''' 20, '''Con''' 18, '''Int''' 12, '''Wis''' 14, '''Cha'''18
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->


'''Base Atk''' +13; '''CMB''' +26; '''Maneuver Defense:''' 30
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->


'''Feats''' Improved Disarm, EFFECT: Disarm attempts do not provoke attacks of opportunity, and gain +4 on CMB (included)
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


'''Skills''' Knowledge, Local, +21, Intimidate +19, Movement +20
| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->


'''Languages''' Celestial, Reave, Common, Abyssal
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- 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.
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->


=== SPECIAL ABILITIES ===
| NudgeSpace =  
;Defaced (Su)
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.                -->
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. The Oni may choose one foe within thirty feet who can see them. When they use Defaced, they may force that foe to make a Will save against a DC of 22 or be [[Cringing]] until the Oni's next turn begins. If they make the save, there is no effect.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
  <!-- 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) -->


| NudgeReach =
  <!-- 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 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) -->


; Yin-Yang  (Su)
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, and each is resolved simultaneously, then the Tearing Gape attack is resolved. No Yin-Yang movement ever provokes attacks of opportunity or bonus attacks of any sort.


During this forced movement, 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.


<!--  GENERAL ATTACK INFORMATION  -->


; Seething Vapor (Su)
| MeleeOrNatural = Natural
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 (the 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) 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.  Note that since this requires a swift action, this may not be used in the first round of combat, as the Oni is usually expending a swift action then to enable their Tearing Gape attack. Any creature which enters or begins their turn inside the Seething Vapor takes 3d6+2 points of acid damage, unless they make a Fortitude save versus a DC of 22 to resist it.  If the save is made, they take half damage.
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


| MultipliedDamageType =
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->


;Eyebite (Su)
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 an Eyebite attack to victims within 200 feet. They must have line of sight and line of effect, as their toothy jaws separate from their skulls and fly about the room, delivering bite attacks. While separated, the jaws cannot be targeted and attacked, as they are defined as melee attacks.  Note that Hannya Oni may use their Improved Disarm feat with their Eyebite attacks!  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 +21 to-hit, (2d6+15).


Note: Oni cannot target attacks with hearing further away than 30 feet!  Beyond their, they require line of sight and line of effect as normal.


<!--  PRIMARY ATTACK INFORMATION  -->


=== TREASURE ===
| PriAtkName = Tearing Gape
sell value of approximately 11,250 gp
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| PriAtkNotes = Must use Defaced ability (see below) before using this attack
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


=== COMBAT TACTICS ===
| PriAtkNotes-FullAtkOnly =  
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.
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->


In combat, however, a Hannya Oni uses it's claws and teeth to fight.  At such times, it's 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 it's cheeks or even just rips its face completely off, so it may use it's Tearing Gape at will.  This is their creepy Defaced ability, which does not play well with Seething Vapors.  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.
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


Hannya Oni are not great combatants, but they are remarkably cagey. One favorite trick is for them to all use Defaced in the first round, and anybody who is stricken with Cringing is then targeted with Yin-Yang.  The Oni then throws down a Seething Vapors in the midst of their enemies and let the battle commence.
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


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 the Ying-Yanged away from the square where their weapons dropped!
| PriAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


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


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.
| NudgePriToHit = +2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage = hi
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Pri-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Ripping Claws
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| SecAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Sec-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| TerAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ter-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| QuaAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| QuaAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Qua-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack =
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance =
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| RangedAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| RangedAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ranged-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 16
| Dex = 20
| Con = 18
| Int = 12
| Wis = 14
| Cha = 18
 
 
<!--  FEATS  -->
 
| Feat1 = Disarm, Improved
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Knowledge (Local)
| Skill2 = Intimidate
| Skill3 = Movement
| Skill4 = Acrobatics
| Skill5 = Disguise
 
| NudgeSkill1 = +3
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill5 = +3
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Celestial, Reave, Common, Abyssal
  <!-- Comma-separated list -->
 
 
<!--  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) -->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Defaced
 
| Ability-1-Type = Su
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Concentration =
  <!-- 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.
 
:Once an enemy has made a save against this ability, they are 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 =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1SaveDC = +2
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility1-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Yin-Yang
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = 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. 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, 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.
 
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--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 =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility2-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Seething Vapor
 
| Ability-3-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--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.)
 
: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. 
 
: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 {{#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.
  <!--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 =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility3-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Eyebite
 
| Ability-4-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| 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.
 
:While separated, the jaws cannot be targeted and attacked seperately, as they are defined as melee attacks.  Note that Hannya Oni may use their Improved Disarm feat with their Eyebite attacks! 
 
: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 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-->
  <!--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 =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility4-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#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 -->
 
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility5-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--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 =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility6-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6-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"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#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 =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility7-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--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 or save DC numbers with variables below-->
  <!--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 =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility8-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-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 =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility9-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  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.
 
: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.
 
: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!
 
: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  -->
 
| 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. 
 
: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.
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes =
 
| XPNotes =
 
 
}}

Revision as of 22:19, 2 September 2017

Hannya_Oni_1.png (CR 13)

Chaotic Neutral - 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

Senses:

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 20/Acid
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

Standard Attack (Melee):

  • 1x Tearing Gape +22 (0/x2)
    as undefined damage type
    Must use Defaced ability (see below) before using this attack

Full Attack (Melee):

  • 1x Tearing Gape +22 (3d10+17/x2)
    as undefined damage type
    Must use Defaced ability (see below) before using this attack
  • 2x Ripping Claws +20 (3d6+6/x2)
    as undefined damage type

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

Special Abilities

Defaced (Su)

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 or be Cringing until the Oni's next turn begins. 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.
Yin-Yang (Su)

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. 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, 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.
Seething Vapor (Su)

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 (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.
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 points of acid damage, unless they make a Fortitude save versus a DC of to resist it. If the save is made, they take half damage.

Eyebite (Su)

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 seperately, as they are defined as melee attacks. Note that Hannya Oni may use their Improved Disarm feat with their Eyebite attacks!
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 cannot target attacks with hearing further away than 30 feet! Beyond that distance, they require line of sight and line of effect as normal.

Hannya_Oni_1.png

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!) 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 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.
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!
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 travellers. 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)