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Oni, Fire Yai

CR 15.00 Outsider NE Large HD 17
This fanged, three-eyed giant rages in its finely crafted armor, its skin as red as a smoldering ember.

Fire yai prefer to live in luxury—an orderly and well-built abode is essential. Even a lone fire yai prefers to build or inhabit a fortified stone dwelling in its territory, and surrounds itself with as many luxuries as it can acquire. Vain, greedy, and brutal, fire yai are the most impulsive of their kind—several tales tell of clever heroes taunting fire yai to act rashly. They rarely let challenges pass uncontested and react quickly to squelch any threat to their rule.

While many fire yai seek out tribes of fire giants to infiltrate and rule, not all follow this compulsion. Capable of assuming the form of many types of humanoid, some fire yai seek to subtly invade and eventually rule entire nations of humanoids from within.

A fire yai is 16 feet tall and weighs 7,000 pounds.

HP
229 (17d10+136); regeneration 5 (acid or cold)
AC
29, touch 10, flat-footed 28 (+8 armor, +1 Dex, +11 natural, -1 size)
Init
+7
Speed
40 ft., fly 60 ft. (good); 30 ft., fly 40 ft. (good) in armor
Fort
+18
Ref
+10
Will
+15
BAB
+17
CMB
+28
CMD
41
Melee
+1 katana* +27/+22/+17/+12 (2d6+16/18-20) or 2 slams +26 (1d10+10)
Ranged
fiery missile +19 touch (4d6 fire plus burn)
Space
10 ft.
Reach
10 ft.
SR
26
str
31
+10
dex
16
+3
con
26
+8
int
14
+2
wis
17
+3
cha
15
+2

Weapons: Martial, Simple

burn (2d6, DC 26)

Smoke Form — As a standard action, a fire yai can turn into a cloud of smoke. This functions like gaseous form, except the cloud has the properties of the smoke cloud from a pyrotechnics spell (Fort DC 26 negates the effects of the smoke cloud). The fire yai can end this ability as a standard action.

change shape (Medium or Large humanoid; alter self or giant form I)

Universal Monster Rules

Burn (2d6, DC 26) Ex from Universal Monster Rule
A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. A creature affected by the burn ability must also succeed at a Reflex save or catch fire, taking the listed damage at the start of its turn for an additional 1d4 rounds (DC 10 + 1/2 the attacking creature's racial HD + the attacking creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the monster with natural weapons or unarmed attacks take fire damage as though hit by the monster's burn attack and must make a Reflex save to avoid catching on fire (see page 444 of the Pathfinder RPG Core Rulebook ).
Change Shape (Medium or Large humanoid; alter self or giant form I) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Special Abilities

Smoke Form from text
As a standard action, a fire yai can turn into a cloud of smoke. This functions like gaseous form, except the cloud has the properties of the smoke cloud from a pyrotechnics spell (Fort DC 26 negates the effects of the smoke cloud). The fire yai can end this ability as a standard action.

Feats, Traits & Items

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Great Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Improved Overrun from Feat

You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.

Calculated: +2 Maneuver Check Bonus
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Bluff +22, Craft (weapons) +12, Craft (armor) +12, Diplomacy +11, Disguise +11, Fly +19, Intimidate +22, Knowledge (arcana) +14, Perception +23, Sense Motive +23, Spellcraft +11, Use Magic Device +14

spell-like abilities:
Constant—Fly (DC 15), At will—Darkness, At will—Invisibility (DC 14), At will—Scorching Ray, 3/day—Charm Monster, 3/day—Deep Slumber, 3/day—Fireball (DC 15), 3/day—Fire Shield, 3/day—Wall Of Fire, 1/day—Incendiary Cloud (DC 20)
Details
Type
Outsider
Alignment
NE
Size
Large
Environment
temperate or warm hills or mountains
Organization
solitary, band (1 plus 4-8 fire giants), tribe (1 plus 20-30 fire giants), or dynasty (1 plus 2-20 other oni)
Treasure
standard (+1 banded mail, +1 katana, other treasure)
Senses
darkvision 60 ft., low-light vision; Perception +23
Languages
Common, Giant
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
19 House/Core
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Great Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Overrun (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Knows spell: Fly (Spell) — core content under OGL 1.0a
  • Knows spell: Darkness (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Scorching Ray (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Deep Slumber (Spell) — core content under OGL 1.0a
  • Knows spell: Fireball (Spell) — core content under OGL 1.0a
  • Knows spell: Fire Shield (Spell) — core content under OGL 1.0a
  • Knows spell: Wall Of Fire (Spell) — core content under OGL 1.0a
  • Knows spell: Incendiary Cloud (Spell) — core content under OGL 1.0a
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