Oni, Fire Yai
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)
- Speed
- 40 ft., fly 60 ft. (good); 30 ft., fly 40 ft. (good) in armor
- Init
- +7
- 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.
- BAB
- +17
- CMB
- +28
- CMD
- 41
- Fort
- +18
- Ref
- +10
- Will
- +15
- SR
- 26
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)
Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Improved Overrun, Iron Will, Lightning Reflexes, Power Attack, Vital Strike
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
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
- 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
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Overrun (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Fly (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Darkness (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Scorching Ray (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Deep Slumber (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Fireball (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Fire Shield (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Wall Of Fire (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Incendiary Cloud (Spell)House/Core — covered by the site's Section 15.
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