Oni, Common (CR 7)
Large Giant (Spirit)
Alignment: Usually neutral evil
Initiative: -1 (Dex); Senses: Listen +4 and Spot +4
AC: 16 (-1 size, -1 Dex, +5 natural, -3 ashigaru), touch 8, flat-footed 10
Hit Dice: 8d8+24 (60 hp)
Fort +9, Ref +1, Will +3
Speed: 20 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +6
Attack: 2 claws +11 melee; spit copper +4 ranged touch
Full Attack: 2 claws +11 melee; spit copper +4 ranged touch
Damage: Claw 1d6+6; spit copper 4d6
Special Attacks/Actions: Spit copper, spell-like abilities
Abilities: Str 23, Dex 8, Con 17, Int 8, Wis 12, Cha 13
Special Qualities: -
Feats: Cleave; Improved Bull Rush; Power Attack
Skills: Climb +10, Listen +4, and Spot +4
Advancement: By character class
Climate/Terrain: Temperate mountains, hills, plains, forests, and underground
Organization: Solitary, unit (2-8), company (9-20), or host (21-100 plus 4-40 bakemono or goblin rats)
Most common oni are blood-thirsty and cruel. Not only do they attack for food (for they delight an earing humanoid flesh), but also for the sheer pleasure of hurting and bullying other creatures. A hungry or enraged oni typically attacks by charging, slashing with its claws like an uncontrollable beast.
An oni band is capable of more subtle strategies, however, particularly when ambushing travelers or other unsuspecting prey. For instance, one oni might use polymorph self to appear as a friendly farmer and engage a traveler in conversation, while the rest of the band, invisible, surrounds the target.
Spit Copper (Su): Once per day, a common oni can spew forth a globule of molten copper at a single target up to 10 teet away. It the oni hits the target with a successful ranged touch attack, it deals 2d6 points of damage plus 2d6 points of fire damage.
Spell-Like Abilities: At will - cause fear; 3/day - fly, polymorph self; 2/day - invisibility; 1/day - cloud chariot (self plus 50 pounds of objects only). These abilities are as the spells cast by a 10th-level sorcerer (save DC 11 + spell level).
Spirit creatures include some fey and elementals (nature spirits), outsiders (celestial spirits), undead (ghosts and ancestors), and even dragons. Spirit creatures are nor necessarily incorporeal, despite their name - in the worlds of Oriental Adventures, some spirits are as much flesh and bone as humans are. The only game effect of the spirit type modifier is that spirit creatures are all affected by spells such as commune with greater spirit, invisibility to spirits, and protection from spirits.