Library / Bestiary

Oni, Void Yai

CR 20.00 Outsider LE Huge
This towering, three-eyed horned giant carries himself with the self-assurance of an undefeated champion of countless wars.

The concept of the void is a difficult one for many individuals to grasp, for it encompasses more than just an absence of anything. The concept of “void” as an element also represents the heavens above, the dark places between the stars, the nature of the spiritual world, and even the capacity to create and envision new ideas. The void yai represents all of these possibilities, interpreted in a way that exemplifies the evil of the oni race.

Unlike lesser oni, the void yai does not represent any single humanoid race—the closest it comes is perhaps the rune giant, and certainly the void yai superficially resembles monsters of legend, with its dark, heavily muscled body, horns, and fangs. A void yai manifests when the combination of an extremely powerful oni spirt and an overwhelmingly evil location intersect at precisely the right time. Rarely, an eldritch transformation spontaneously elevates an existing yai to the vaunted status of void yai—whispers of vile rituals that an oni can perform to quicken this transformation keep some sages awake at night, for if such rituals existed, then all oni could potentially become void yai—a sobering thought indeed, given the void yai's daunting capacity for cruelty. As with almost all oni, the void oni's use of weapons and armor seems like cruel overkill. A void oni is 20 feet tall and weighs 10,000 pounds.

Void yai turn toward the Material Plane to satisfy their desires, lording over lesser creatures with the aid of the void. A void yai usually claims a huge territory, bringing much larger creatures to heel as servants. As with fire yai, a void yai makes frequent use of lesser oni as its minions, but prefers to surround itself with whatever giant tribe or society it has conquered. Rarely, a void yai commands kingdoms of smaller humanoids, but since the immense void yai has no ability to assume the shape of such small and insignificant creatures, it often feels awkward and out of place. More so than other yai, void yai are ashamed of their true appearance—their vanity is such that most are masters of using their change shape ability to appear as breathtakingly handsome or beautiful giants, and it is in this form they prefer to live. Only when combat begins does their rage take control, causing them to revert to their true, horrific shapes.

STR
44
DEX
15
CON
32
INT
18
WIS
23
CHA
25
HP
379 (23d10+253); regeneration 15 (fire or good spells)
AC
36, touch 9, flat-footed 35 (+9 armor, +1 Dex, +18 natural, -2 size)
Speed
40 ft., fly 40 ft. (good); 60 ft., fly 60 ft. without armor
Init
+6
Melee
mwk greatclub +39/+34/+29/+24 (3d8+25/19-20) or 2 slams +38 (2d6+17)
Ranged
void missile +23 touch (6d6 plus energy drain)
Space
15 ft.
Reach
15 ft.
BAB
+23
CMB
+42
CMD
54
Fort
+24
Ref
+9
Will
+21
SR
31

Weapons: Martial, Simple

Commanding Voice — A void oni gains a +4 racial bonus on the save DC of any charm or compulsion effects it uses against humanoids.

energy drain (2 levels, DC 28)

Void Trap — When a void oni uses any teleportation effect on itself (including its greater teleport and plane shift spell-like abilities, but not its teleport object spell-like ability), it can choose to arrive at its destination in void form as a free action. When it does so, it leaves behind a temporary lesser sphere of annihilation in a square of its choice that was part of its space before it teleported. This sphere of annihilation cannot be caused to move by other creatures, but the sphere itself moves at a fly speed of 30 feet (perfect) toward the closest Tiny or larger creature on the oni's next turn. If no appropriate creature is within 30 feet, the sphere does not move that round. If the sphere enters a square occupied by a creature (or if a creature touches the sphere), that creature is affected as if by a disintegrate spell (CL 20th, DC 23). Once the sphere damages a creature with this effect, the sphere vanishes—it also vanishes on its own after 24 hours in the unlikely event that it never discharges on a creature. The save DC is Charisma-based.

change shape (Large, Huge, or Gargantuan humanoid; giant form II)

Void Form — A void yai may become incorporeal as a swift action. In this form, it appears as a solid black shadow of its true form. It gains the incorporeal subtype and incorporeal defensive ability while in void form. Any gear or armor the yai carries becomes incorporeal as well—it loses its AC bonus from armor and natural armor, but gains a deflection bonus to its AC equal to its Charisma modifier (+7 for most void yai, for an AC of 16). It may still speak while incorporeal and can still use its spell-like and special abilities.

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>

Critical Focus from Feat

<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>

Improved Bull Rush from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</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 three times and add the results together before adding bonuses from Strength, weapon special 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>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</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>

<p class="stat-block-1"> Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.</p>

Vital Strike from Feat

<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>

Acrobatics +17 (+25 when jumping), Bluff +30, Fly +20, Intimidate +30, Knowledge (arcana) +27, Knowledge (history) +24, Knowledge (nobility) +24, Knowledge (planes) +27, Perception +29, Sense Motive +29, Spellcraft +24, Use Magic Device +30

spell-like abilities:
Constant—Fire Shield, Constant—Fly, Constant—True Seeing, At will—Deeper Darkness, At will—Gaseous Form, At will—Dispel Magic, Greater, At will—Teleport, Greater, At will—Invisibility, At will—Minor Creation, At will—Vision, 3/day—Cone Of Cold, 3/day—Demand, 3/day—Dominate Person, 3/day—Major Creation, 3/day—Charm Monster, Mass, 3/day—Polar Ray, 3/day—Teleport Object, 1/day—Implosion, 1/day—Plane Shift
Details
Type
Outsider
Alignment
LE
Size
Huge
Environment
cold or temperate mountains
Organization
solitary
Treasure
double (masterwork full plate, masterwork greatclub, other treasure)
Senses
darkvision 60 ft., low-light vision, true seeing; Perception +29
Languages
Common, Giant
Source
Bestiary 3
Sources Used in This Record
30 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: Critical Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Bull Rush (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Staggering Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fire Shield (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: True Seeing (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Deeper Darkness (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Gaseous Form (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Minor Creation (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Vision (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cone Of Cold (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Demand (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dominate Person (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Major Creation (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Monster, Mass (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Polar Ray (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport Object (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Implosion (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Plane Shift (Spell)
    House/Core — covered by the site's Section 15.
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