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Oni, Ogre Mage

CR 8.00 Outsider LE Large HD 8
Clad in beautiful armor, this exotically garbed giant roars, its tusks glistening and its eyes afire with murderous intent.

The ogre mage, like all oni, is an evil spirit come to the Material Plane and clad in living flesh—in this case, that of a brutish ogre. Ogre mages are often found serving as leaders of ogre tribes, yet not all of them seek to link their destinies to their less-intelligent kin. Some become lone marauders who hold villages hostage, demanding regular tribute in the form of gold, food, or maidens, lest they take more than they ask.

The oni are a diverse race of evil outsiders, of which the ogre mage is the most common. Other types of oni exist as well—evil spirits that clothe themselves in the flesh of other types of humanoid. The majority of oni are giants, with goblinoid, tengu, and reptilian oni being relatively common as well.

While oni are incredibly varied in their shapes and powers, they still share certain traits in common.

  • RegenerationAll oni regenerate, although the rate of regeneration varies. Damage from fire or acid can kill an oni.
  • Change Shape: All oni are shapechangers, but their ability to change shape is generally limited to creatures similar in shape to their true form.
  • Native: Oni are native outsiders. As evil spirits clad in mortal humanoid flesh, all oni also possess one of the humanoid subtypes—usually giant.
HP
92 (8d10+48); regeneration 5 (fire or acid)
AC
21, touch 12, flat-footed 18 (+4 armor, +3 Dex, +5 natural, -1 size)
Init
+7
Speed
40 ft., fly 60 ft. (good)
Fort
+12
Ref
+5
Will
+10
BAB
+8
CMB
+16
CMD
29
Melee
greatsword +14/+9 (3d6+10)
Ranged
composite longbow +10 (2d6+7)
Space
10 ft.
Reach
10 ft.
SR
19
str
24
+7
dex
17
+3
con
23
+6
int
14
+2
wis
14
+2
cha
17
+3

Weapons: Martial, Simple

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

flight

Universal Monster Rules

Change Shape (Small, 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.
Flight Ex from Universal Monster Rule
A creature with this ability can cease or resume flight as a free action. If the creature has wings, flight is an extraordinary ability. Otherwise, it is spell-like or supernatural, and it is ineffective in an antimagic field; the creature loses its ability to fly for as long as the antimagic effect persists.

Feats, Traits & Items

Combat Expertise from Feat

You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last 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.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

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

Calculated: +2 Will

Bluff +14, Disguise +14, Fly +5, Intimidate +14, Knowledge (arcana) +13, Perception +13, Sense Motive +13, Spellcraft +13, Use Magic Device +14

spell-like abilities:
Constant—Fly (DC 16), At will—Darkness, At will—Invisibility (DC 15), 1/day—Charm Monster, 1/day—Cone Of Cold (DC 18), 1/day—Gaseous Form, 1/day—Deep Slumber
Details
Type
Outsider
Alignment
LE
Size
Large
Environment
cold hills
Organization
solitary, pair, or patrol (1-2 plus 2-4 ogres)
Treasure
double (chain shirt, greatsword, composite longbow [+7 Str] with 20 arrows, other treasure)
Senses
darkvision 60 ft., low-light vision; Perception +13
Languages
Common, Giant
Source
Bestiary
Source

Bestiary

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
11 House/Core
  • Uses feat: Combat Expertise (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (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: Charm Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Cone Of Cold (Spell) — core content under OGL 1.0a
  • Knows spell: Gaseous Form (Spell) — core content under OGL 1.0a
  • Knows spell: Deep Slumber (Spell) — core content under OGL 1.0a
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