Moryo Oni: Difference between revisions

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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 7
| Max-CR = 15


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| 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>
 
  <!-- 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 -->
 
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
 
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
   }}</onlyinclude>
   }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| 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 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.
| 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.


: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!
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.
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 Moryo Oni is the least of the commonly encountered Oni. They are tall, strongly built creatures with skin of various shades and features that are quite mutable. Some Moryo Oni are loyal to the Celestial Bureaucracy, while many others have 'drifted' and are now free agents, doing as they will in whatever worlds they find themselves in.  Moryo Oni are always wilderness spirits, associated with trees and rivers, with mountains and deep crevices.  If encountered in a dungeon or civilized venue, they will always have a certain wild air to them, disheveled hair or roaming eyes or clothing and gear decorated in natural scenes.  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!
The Moryo Oni is the least of the commonly encountered Oni. They are tall, strongly built creatures with skin of various shades and features that are quite mutable. Some Moryo Oni are loyal to the Celestial Bureaucracy, while many others have 'drifted' and are now free agents, doing as they will in whatever worlds they find themselves in.  Moryo Oni are always wilderness spirits, associated with trees and rivers, with mountains and deep crevices.  If encountered in a dungeon or civilized venue, they will always have a certain wild air to them, disheveled hair or roaming eyes or clothing and gear decorated in natural scenes.  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>
   }}</onlyinclude>
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| 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 -->
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   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->


  <!-- SENSES -->
  <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
| Sense-Is-Blind-to-Vision =
| Sense-Is-Blind-to-Sound =
| Sense-Is-Blind-to-Smell =
| Sense-Has-Low-Light-Vision =
  <!-- 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 = 60
| Sense-Precise-Hearing-Range = 20
| 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 =


| Senses = [[Standard Senses]], [[Keen Hearing]] 60 ft., [[Precise Hearing]] 20 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]]                                    -->


| NudgePerception =  
| NudgePerception =  
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| NudgeAC =  
| NudgeAC =  
   <!-- 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 -->


| NudgeHitPoints =  
| NudgeHitPoints =  
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   <!-- 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):'''''                                                                  -->


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




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| 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 =  
| NudgePriToHit =  
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| NudgePriDamage =  
| NudgePriDamage =  
   <!-- 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 -->


| NudgeFullAtk-PriDamage =  
| NudgeFullAtk-PriDamage =  
   <!-- 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 =  
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| 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 =  
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| 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 -->


| NudgeFullAtk-SecDamage =  
| NudgeFullAtk-SecDamage =  
   <!-- 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 =  
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| 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 =  
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| 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 -->


| NudgeFullAtk-TerDamage =  
| NudgeFullAtk-TerDamage =  
   <!-- 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 =  
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| 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 =  
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| 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 -->


| NudgeFullAtk-QuaDamage =  
| NudgeFullAtk-QuaDamage =  
   <!-- 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 =  
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| 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 =  
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| 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 -->


| NudgeFullAtk-RangedDamage =  
| NudgeFullAtk-RangedDamage =  
   <!-- 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 =  
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| 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 -->




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<!--  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) -->




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| 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 = Move 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 =  
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| Ability-1-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.
| Ability-1-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 30 feet of its intended target.  The oni declares they are using Yin-Yang, and they swap places, both of them moving up to six squares, with each ending up in the starting square of the other.   
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 30 feet of its intended target.  The oni declares they are using Yin-Yang, and they swap places, both of them moving up to six squares, with 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 forced movements, and each is resolved simultaneously, before the studded club attack (see below) is resolved. No Yin-Yang movement ever provokes attacks of opportunity or bonus attacks of any sort, not even a held action.
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 forced movements, and each is resolved simultaneously, before the studded club attack (see below) is resolved. No Yin-Yang movement ever provokes attacks of opportunity or bonus attacks of any sort, not even a held action.


:During this forced movement, the Oni is allowed to make a single bonus Studded Club attack on its startled foe, as they pass by each other in the center of the Yin-Yang, at the normal chance to-hit and inflicting normal damage if they hit. The Oni may use their Power Attack feat on this attack if they wish, with the normal bonuses, penalties, and restrictions. 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.
During this forced movement, the Oni is allowed to make a single bonus Studded Club attack on its startled foe, as they pass by each other in the center of the Yin-Yang, at the normal chance to-hit and inflicting normal damage if they hit. The Oni may use their Power Attack feat on this attack if they wish, with the normal bonuses, penalties, and restrictions. 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 a Studded Club 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.
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 a Studded Club 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.




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| Ability-2-Type = Su
| Ability-2-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-Action-Required = Standard 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-2-Concentration =  
| Ability-2-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 = Oni are creatures of the Divine, and as such they may call upon Divine Power. Once per encounter (or up to once per minute outside of combat) an Oni may Channel Divine Balance. This burst of divine magic can have one of two effects:
| Ability-2-Description = Oni are creatures of the Divine, and as such they may call upon Divine Power. As a standard action, once per encounter, (or up to once per minute outside of combat) an Oni may Channel Divine Balance. This burst of divine magic can have one of two effects:


::# Channel Divine Balance heals the Oni and any allies for {{Special-Alpha-Dmg}} points of damage, and inflicts a -1 to-hit, damage, saves, and ability checks on all foes within thirty feet of the Oni's space as a divine bonus. This debuff persists until the end of the encounter, or 1 minute if used outside of combat.
# Channel Divine Balance heals the Oni and any allies within 30 feet to whom it has line of effect for {{Special-Alpha-Dmg}} points of damage. At the same time, it also inflicts a -1 penalty to-hit, damage, saves, and ability checks on all foes within thirty feet of the Oni's space to who it has line of effect. This debuff persists until the end of the encounter, or 1 minute if used outside of combat.
::# The Channel Divinity damages all foes of the Oni for {{Special-Alpha-Dmg}} points of {{dmg|holy}} damage (Will Save, DC {{Save-DC}} for half damage) and grants a +1 to-hit, damage, saves, and ability checks to all allies of the Oni as a divine bonus. This buff persists until the end of the encounter, or 1 minute if used outside of combat.
# The Channel Divinity damages all foes of the Oni for {{Special-Standard-Dmg}} points of {{dmg|holy}} damage (Will Save, DC {{Save-DC}} for half damage) and grants a +1 to-hit, damage, saves, and ability checks to all allies of the Oni as a divine bonus. This buff persists until the end of the encounter, or 1 minute if used outside of combat.


:Note that multiple applications of Channel Divine Balance will always heal or inflict damage, but the buffs and debuffs DO NOT stack, since they are all divine bonuses.  All buffs and debuffs from Channel Divine Balance last until the end of the encounter unless removed first.
Note that multiple applications of Channel Divine Balance will always heal or inflict damage, but the buffs and debuffs DO NOT stack, since they are all divine bonuses.  All buffs and debuffs from Channel Divine Balance last until the end of the encounter unless removed first.




Line 644: Line 704:
| Ability-3-Type =  
| Ability-3-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-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-3-Concentration =  
| Ability-3-Concentration =  
Line 683: Line 747:
| Ability-4-Type =  
| Ability-4-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-4-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-Concentration =  
| Ability-4-Concentration =  
Line 722: Line 790:
| Ability-5-Type =  
| 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-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 =  
| Ability-5-Concentration =  
Line 761: Line 833:
| Ability-6-Type =  
| Ability-6-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-6-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-6-Concentration =  
| Ability-6-Concentration =  
Line 800: Line 876:
| Ability-7-Type =  
| Ability-7-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-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-7-Concentration =  
| Ability-7-Concentration =  
Line 839: Line 919:
| Ability-8-Type =  
| Ability-8-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-8-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-Concentration =  
| Ability-8-Concentration =  
Line 877: Line 961:
| Ability-9-Type =  
| Ability-9-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-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 =  
| Ability-9-Concentration =  
Line 883: Line 971:
| Ability-9-Description =  
| Ability-9-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  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.                    -->
| Role-Only--Replace-Rez-Power--Name =
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-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.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  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.            -->
| Role-Only--Add-Killer-Power--Name =
| 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.        -->
| 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                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  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.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-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.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  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"    -->
| 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.        -->
| 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                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  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.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-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.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{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}}
  POISON / DISEASE FORMAT
{{Malady
| 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 =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| 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.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  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.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-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.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{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}}
  POISON / DISEASE FORMAT
{{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.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-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.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{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}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  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.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-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.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 913: Line 1,459:
| CombatTactics = Oni are strange and alien foes, wearing weird armor and carrying strange weapons and having weird coloration with horns and eyes.  To reflect this strangeness, Oni have a weird power, Yin-Yang.  
| CombatTactics = Oni are strange and alien foes, wearing weird armor and carrying strange weapons and having weird coloration with horns and eyes.  To reflect this strangeness, Oni have a weird power, Yin-Yang.  


:Yin-Yang is odd and powerful.  Oni can use it on themselves as well as their enemies, and they will be smart about it.  If they have a friend in trouble, they will use Yin-Yang to pull them out of trouble.  Oni can and will fall Prone to cut short their own motion, leaving a foe who has been pulled out of position.   
Yin-Yang is odd and powerful.  Oni can use it on themselves as well as their enemies, and they will be smart about it.  If they have a friend in trouble, they will use Yin-Yang to pull them out of trouble.  Oni can and will fall Prone to cut short their own motion, leaving a foe who has been pulled out of position.   


:Oni have a very capable ranged attack capability, and will be content to stay at range and fire away with their Asymmetric Longbows.  If they are taking damage, each round one of them will use Channel Divine Balance to heal themselves.  Oni can keep up this 'fire and heal' trick for quite a long time.
Oni have a very capable ranged attack capability, and will be content to stay at range and fire away with their Asymmetric Longbows.  If they are taking damage, each round one of them will use Channel Divine Balance to heal themselves.  Oni can keep up this 'fire and heal' trick for quite a long time.


:Once the battle closes to melee, Oni will use Yin-Yang as they see fit to improve matters for themselves. They will move foes away from allies, place them in flanks, and otherwise use Yin-Yang to bedevil their foes in many ways. In combat, their Studded Club attacks can benefit from their Power Attack feat, and they will usually save it for times whent hey have flanks, or otherwise have an edge.  If an Oni can catch a foe off guard by acting first in combat, then a Yin-Yang with a free Club attack with Power Attack while your opponent is flat-footed is a nice way to start things off in an Oni's mind.
Once the battle closes to melee, Oni will use Yin-Yang as they see fit to improve matters for themselves. They will move foes away from allies, place them in flanks, and otherwise use Yin-Yang to bedevil their foes in many ways. In combat, their Studded Club attacks can benefit from their Power Attack feat, and they will usually save it for times when they have flanks, or otherwise have an edge.  If an Oni can catch a foe off guard by acting first in combat, then a Yin-Yang with a free Club attack with Power Attack while your opponent is flat-footed is a nice way to start things off in an Oni's mind.


:Fighting Oni is a very different battle than most, with positions on the field liable to change abruptly and chaotically.  Oni are also opportunists, and will use their high ground speed and Power Attack Feat to do such nasty tricks as flank a prone opponent and get Power Attacks on them, which is certainly enough to get your attention.
Fighting Oni is a very different battle than most, with positions on the field liable to change abruptly and chaotically.  Oni are also opportunists, and will use their high ground speed and Power Attack Feat to do such nasty tricks as flank a prone opponent and get Power Attacks on them, which is certainly enough to get your attention.


:Once battle is joined Oni will never withdraw.  Dying on the Prime Material Plane is not a big deal for an Oni, so they have little fear.
Once battle is joined Oni will never withdraw.  Dying on the Prime Material Plane is not a big deal for an Oni, so they have little fear.








<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Moryo Oni are humble followers of the Path of Balance, and thus seek to be agents of change, both for good or ill.  Any government they come across is at risk from their actions, regardless of how good or bad, and they can rarely leave a city or town without a few Town Watch heads on their belts.  They can do deeds of selfless kindness and compassion, followed up by a rampage of murderous torture.   
| OutOfCombat = Moryo Oni are humble followers of the Path of Balance, and thus seek to be agents of change, both for good or ill.  Any government they come across is at risk from their actions, regardless of how good or bad, and they can rarely leave a city or town without a few Town Watch heads on their belts.  They can do deeds of selfless kindness and compassion, followed up by a rampage of murderous torture.   


: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.


:As you can imagine, they wander around a LOT.
As you can imagine, they wander around a LOT.





Latest revision as of 21:39, 4 February 2023

Moryo Oni (CR 10)

True Chaotic - Medium - Monstrous Humanoid
Lore: Know (Nature)
23 39
Basic DC Full DC
Initiative
Initiative Icon 2.png
16
Perception:
26 +16
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
28
Man Def
Shield Icon 3.png
28
Monster Health
210 105 16
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +14
Refl: +9
Will: +9

Strong Against:

Weak Against:

  • Vulnerable (1.5x damage): sonic (energy, common)

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+16
Sword Icon 3.png
Man Off
+16
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Studded Club +16 (2d8+10/19-20 x2)
    as bludgeoning (physical, common)

Full Attack (Melee):

  • 3x Studded Club +16 (2d8+10/19-20 x2)
    as bludgeoning (physical, common)

Standard Attack (Ranged):

  • 1x Asymmetric Longbow +16 (2d8+10/19-20 x2)
    as piercing (physical, common)
    (Increment: 100 ft.; Max Range: 1000 ft.)

Full Attack (Ranged):

  • 3x Asymmetric Longbow +16 (2d8+10/19-20 x2)
    as piercing (physical, common)
    (Increment: 100 ft.; Max Range: 1000 ft.)

Siege Damage: Not siege capable

Statistics

16
STR
18
DEX
18
CON
12
INT
18
WIS
16
CHA

Skills:

Languages: Celestial, Reave, Common, Abyssal

Feats:

  • Power Attack (EFFECT: This monster may take a -2 to all to-hits in exchange for a +8 bonus damage per attack.)

Special Abilities

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 30 feet of its intended target. The oni declares they are using Yin-Yang, and they swap places, both of them moving up to six squares, with 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 forced movements, and each is resolved simultaneously, before the studded club attack (see below) is resolved. No Yin-Yang movement ever provokes attacks of opportunity or bonus attacks of any sort, not even a held action.

During this forced movement, the Oni is allowed to make a single bonus Studded Club attack on its startled foe, as they pass by each other in the center of the Yin-Yang, at the normal chance to-hit and inflicting normal damage if they hit. The Oni may use their Power Attack feat on this attack if they wish, with the normal bonuses, penalties, and restrictions. 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 a Studded Club 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.

Channel Divine Balance (Su) Standard Action 1/Enc

Oni are creatures of the Divine, and as such they may call upon Divine Power. As a standard action, once per encounter, (or up to once per minute outside of combat) an Oni may Channel Divine Balance. This burst of divine magic can have one of two effects:

  1. Channel Divine Balance heals the Oni and any allies within 30 feet to whom it has line of effect for 2d10+16 points of damage. At the same time, it also inflicts a -1 penalty to-hit, damage, saves, and ability checks on all foes within thirty feet of the Oni's space to who it has line of effect. This debuff persists until the end of the encounter, or 1 minute if used outside of combat.
  2. The Channel Divinity damages all foes of the Oni for 2d8+10 points of holy (energy, rare) damage (Will Save, DC 20 for half damage) and grants a +1 to-hit, damage, saves, and ability checks to all allies of the Oni as a divine bonus. This buff persists until the end of the encounter, or 1 minute if used outside of combat.

Note that multiple applications of Channel Divine Balance will always heal or inflict damage, but the buffs and debuffs DO NOT stack, since they are all divine bonuses. All buffs and debuffs from Channel Divine Balance last until the end of the encounter unless removed first.

Moryo Oni

Moryo 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 Moryo Oni is the least of the commonly encountered Oni. They are tall, strongly built creatures with skin of various shades and features that are quite mutable. Some Moryo Oni are loyal to the Celestial Bureaucracy, while many others have 'drifted' and are now free agents, doing as they will in whatever worlds they find themselves in. Moryo Oni are always wilderness spirits, associated with trees and rivers, with mountains and deep crevices. If encountered in a dungeon or civilized venue, they will always have a certain wild air to them, disheveled hair or roaming eyes or clothing and gear decorated in natural scenes. 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

Oni are strange and alien foes, wearing weird armor and carrying strange weapons and having weird coloration with horns and eyes. To reflect this strangeness, Oni have a weird power, Yin-Yang.

Yin-Yang is odd and powerful. Oni can use it on themselves as well as their enemies, and they will be smart about it. If they have a friend in trouble, they will use Yin-Yang to pull them out of trouble. Oni can and will fall Prone to cut short their own motion, leaving a foe who has been pulled out of position.

Oni have a very capable ranged attack capability, and will be content to stay at range and fire away with their Asymmetric Longbows. If they are taking damage, each round one of them will use Channel Divine Balance to heal themselves. Oni can keep up this 'fire and heal' trick for quite a long time.

Once the battle closes to melee, Oni will use Yin-Yang as they see fit to improve matters for themselves. They will move foes away from allies, place them in flanks, and otherwise use Yin-Yang to bedevil their foes in many ways. In combat, their Studded Club attacks can benefit from their Power Attack feat, and they will usually save it for times when they have flanks, or otherwise have an edge. If an Oni can catch a foe off guard by acting first in combat, then a Yin-Yang with a free Club attack with Power Attack while your opponent is flat-footed is a nice way to start things off in an Oni's mind.

Fighting Oni is a very different battle than most, with positions on the field liable to change abruptly and chaotically. Oni are also opportunists, and will use their high ground speed and Power Attack Feat to do such nasty tricks as flank a prone opponent and get Power Attacks on them, which is certainly enough to get your attention.

Once battle is joined Oni will never withdraw. Dying on the Prime Material Plane is not a big deal for an Oni, so they have little fear.

Out of Combat

Moryo Oni are humble followers of the Path of Balance, and thus seek to be agents of change, both for good or ill. Any government they come across is at risk from their actions, regardless of how good or bad, and they can rarely leave a city or town without a few Town Watch heads on their belts. They can do deeds of selfless kindness and compassion, followed up by a rampage of murderous torture.

It all makes sense to the Oni, but nobody else has ever been able to keep up with their wily, erratic minds.

As you can imagine, they wander around a LOT.

Rewards

XP: 9,600

Treasure: Sellable Goods worth 6,875 gp.

Weight: 100 lbs.     Volume: 4 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)