Library / Bestiary

Oni, Kuwa

CR 4.00 Outsider LE Medium
This golden-skinned fiend has horns, fangs, and bulging eyes. It grips a spiked club in its four-fingered claws.

While the majority of oni tend to be larger than life, and thus often end up having associations with giants and other enormous humanoids, not all of them are born into physical bodies that match their boundless appetites for cruelty. The kuwa are an example of this, for they are oni who clothe themselves in human flesh. While their true forms remain unmistakably fiendish, with golden skin, claws, and monstrous visages with short sharp horns, kuwa are most at home living in disguise among humans. As with most oni, they generally avoid their own kind, and instead seek positions of power in human cities, often as guard captains, guildmasters (particularly of thieves' guilds), and aristocrats. Most kuwa avoid taking on the role of a spellcaster unless they possess class levels in an appropriate class. Likewise, all but the most ambitious kuwa avoid positions of true authority, such as king or mayor. Kuwa are most comfortable in the upper echelon of command, but avoid positions so important that they have too many eyes on them. To a kuwa, a position of leadership that doesn't allow frequent abuse of that power is a waste, and by aiming for less publicly visible positions, the kuwa increases its opportunities for such abuse.

Once a kuwa secures a position in a human society, the accumulation of wealth becomes its primary motivation. A kuwa wants to live a life of decadence and sensual pleasure, and like any oni, it wants to propagate its own kind. Its strength and magical powers enable it to easily dominate normal folk, allowing it to gather groups of thuggish, like-minded humans to lead in banditry and worse.

A typical kuwa stands about 6 feet in height and weighs 190 pounds.

STR
18
DEX
17
CON
16
INT
12
WIS
15
CHA
17
HP
42 (5d10+15); regeneration 5 (acid or fire)
AC
19, touch 10, flat-footed 19 (+8 armor, +1 natural)
Speed
30 ft. (40 ft. without armor)
Init
+3
Melee
mwk greatclub +10 (1d10+6) or 2 claws +9 (1d6+4)
Ranged
mwk composite longbow +9 (1d8+4/×3)
BAB
+5
CMB
+9
CMD
22
Fort
+7
Ref
+4
Will
+6
SR
15

Weapons: Martial, Simple

change shape (any human; alter self)

Cleave from Feat

<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 &ndash;2 penalty to your Armor Class until your next turn.</p>

Combat Reflexes from Feat

<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>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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>

Bluff +11, Disguise +7, Intimidate +11, Knowledge (arcana) +8, Perception +10, Sense Motive +10, Spellcraft +5, Stealth +4, Use Magic Device +11

spell-like abilities:
3/day—Darkness, 3/day—Fly, 1/day—Charm Person, 1/day—Deep Slumber, 1/day—Invisibility
Details
Type
Outsider
Alignment
LE
Size
Medium
Environment
any
Organization
solitary or gang (1 plus 3-10 humans of 1st-3rd level)
Treasure
standard (masterwork half-plate, masterwork greatclub, masterwork composite longbow [+4 Str] with 20 arrows, other treasure)
Senses
darkvision 60 ft., low-light vision; Perception +10
Languages
Common
Source
Bestiary 3
Sources Used in This Record
8 House/Core
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Darkness (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fly (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Person (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Deep Slumber (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.