Oni, Ogre Mage
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)
- Speed
- 40 ft., fly 60 ft. (good)
- Init
- +7
- Melee
- greatsword +14/+9 (3d6+10)
- Ranged
- composite longbow +10 (2d6+7)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +8
- CMB
- +16
- CMD
- 29
- Fort
- +12
- Ref
- +5
- Will
- +10
- SR
- 19
Weapons: Martial, Simple
change shape (Small, Medium, or Large humanoid; alter self or giant form I)
<p class="stat-block-1"> 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.</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"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
Bluff +14, Disguise +14, Fly +5, Intimidate +14, Knowledge (arcana) +13, Perception +13, Sense Motive +13, Spellcraft +13, Use Magic Device +14
- 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
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Uses feat: Combat Expertise (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: Improved Initiative (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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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: Charm Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cone Of Cold (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Gaseous Form (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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