Oni, Water Yai
The water yai clad themselves in the flesh of storm giants, yet these yai are more at home dwelling beneath the waves than they are above them. Unlike most oni, water yai have no real longing to rule or infiltrate societies—yet they still enjoy posing as humanoids. They often assume the forms of enormous merfolk in the water, but prefer to adopt the shapes of storm giants when on land. The water yai then pursues its favorite decadence—the acclimation of material wealth and luxuries. Water yai tend to be easily distracted by beautiful treasures, and despite their evil natures are prone to acts of unexpected frivolity.
- HP
- 297 (22d10+176); regeneration 10 (fire or good spells)
- AC
- 32, touch 11, flat-footed 29 (+6 armor, +3 Dex, +15 natural, -2 size)
- Speed
- 50 ft., fly 60 ft. (good), swim 60 ft.
- Init
- +7
- Melee
- mwk spear +35/+30/+25/+20 (3d6+21/19-20/×3) or 2 slams +34 (2d6+14)
- Ranged
- acidic missile +23 touch (4d6 acid plus nausea)
- Space
- 15 ft.
- Reach
- 15 ft. (20 ft. with spear)
- BAB
- +22
- CMB
- +38 (+40 bull rush, disarm)
- CMD
- 51 (53 vs. bull rush, disarm)
- Fort
- +21
- Ref
- +10
- Will
- +18
- SR
- 29
- Defensive Abilities
- freedom of movement
Weapons: Martial, Simple
change shape (Medium, Large, or Huge humanoid; alter self or giant form II)
Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Critical Focus, Improved Bull Rush, Improved Critical (spear), Improved Disarm, Improved Initiative, Power Attack
<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</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 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 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 receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<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>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</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>
Acrobatics +21 (+29 when jumping), Bluff +30, Disguise +30, Fly +24, Intimidate +30, Knowledge (arcana) +24, Perception +26, Perform (sing) +24, Sense Motive +26, Spellcraft +21, Swim +43
- Type
- Outsider
- Alignment
- CE
- Size
- Huge
- Environment
- any water
- Organization
- solitary
- Treasure
- standard (masterwork spear, other treasure)
- Senses
- darkvision 60 ft., low-light vision; Perception +26
- Languages
- Common, Giant
- Source
- Bestiary 3
-
Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Combat Expertise (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 Disarm (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: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: Fly (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Freedom Of Movement (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Water Walk (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: Water Breathing (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Charm Monster (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: Control Water (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Polar Ray (Spell)House/Core — covered by the site's Section 15.
Loading references...