Oni, Go-Zu (CR 9)
Large Giant (Spirit)
Alignment: Usually lawful neutral
Initiative: +0; Senses: Listen +17 and Spot +17
AC: 20 (-1 size, +7 natural, +4 partial armor), touch 9, flat-footed 20
Hit Dice: 12d8+48 (102 hp)
Fort +12, Ref +4, Will +6
Speed: 20 ft.
Space: 10 ft./10 ft.
Base Attack +9; Grapple +9
Attack: Huge greatsword +15 melee; gore +10 melee
Full Attack: Huge greatsword +15 melee; gore +10 melee
Damage: Huge greatsword 2d8+10; gore 1d8+3
Special Attacks/Actions: Spell-like abilities
Abilities: Str 25, Dex 10, Con 19, Int 14, Wis 14, Cha 17
Special Qualities: See invisibility, regeneration 5
Feats: Awesome Blow; Cleave; Improved Bull Rush; Improved Sunder; Power Attack
Skills: Climb +19, Jump +19, Listen +17, and Spot +17
Advancement: By character class
Climate/Terrain: Any land
Organization: Solitary or band (2-20)
Go-zu oni fight with weapons suited to their size. In addition to the greatsword (o-dachi) shown in the statistics above, a go-zu oni may use a spear, naginata, halberd, or trident in melee.
Spell-Like Abilities: At will - cause fear, fire shuriken, fly, invisibility, polymorph self; 2/day - cloud chariot (self plus 50 pounds of objects only).
See Invisibility (Su): Go-zu oni can see invisible creatures and objects within their range of normal vision.
Regeneration: Go-zu oni take normal damage from fire and acid.
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.