Oni, Me-Zu (CR 10)
Large Giant (Spirit)
Alignment: Usually lawful neutral
Initiative: +0; Senses: true seeing, Listen +16, and Spot +16
AC: 18 (-1 size, +5 natural, +4 masterwork partial armor), touch 9, flat-footed 18
Hit Dice: 10d8+50 (95 hp)
Fort +3, Ref +8, Will +10
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +7; Grapple +7
Attack: Huge naginata +14 melee, Medium-size whip +6 ranged
Full Attack: Huge naginata +14 melee, Medium-size whip +6 ranged
Damage: Huge naginata 2d6+12
Special Attacks/Actions: Spells, spell-like abilities
Abilities: Str 27, Dex 10, Con 21, Int 14, Wis 16, Cha 19
Special Qualities: regeneration 5
Feats: Cleave; Combat Casting; Improved Sunder; Power Attack
Skills: Climb +19, Jump +19, Listen +16, and Spot +16
Advancement: By character class
Climate/Terrain: Any land
Organization: Solitary or band (2-20)
In addition to the naginata and the weapons used by go-zu oni, me-zu oni often carry a whip with a range of 30 feet.
Spells: Me-zu oni cast spells as 10th-level wu jen. Their most commonly prepared spells include the following: 0 - dancing lights, detect magic, flare, light; 1st - backbiter, fiery eyes, iron scarf, melt; 2nd - fire shuriken, hold person, whip; 3rd - animate fire, fireball, fire wings; 4th - dancing blade, polymorph other, wall of fire; 5th - fire breath.
Spell-Like Abilities: At will - cause fear, fly, invisibility, polymorph self; 3/day - astral projection (self plus 50 pounds of objects only), cloud chariot (self plus 50 pounds of objects only), ethereal jaunt (self plus 50 pounds of objects only).
True Seeing (Su): Me-zu oni have a constant true seeing power.
Regeneration: Me-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.