Netherrealm Oni (5e Creature)

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Netherrealm Oni[edit]

Large fiend (oni), neutral evil


Armor Class 10 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 8 (-1) 8 (-1) 8 (-1)

Saving Throws Con +6
Skills Intimidation +1, Perception +1
Proficiency Bonus +2
Damage Resistances necrotic
Senses passive Perception 11
Languages Common
Challenge 10 (5,900 XP)


Magic Weapons. The oni's weapon attacks are magical.

Relentless (Recharges after a Short or Long Rest). If the oni takes 16 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Unnatural Endurance. The oni has advantage on saving throws against exhaustion.

ACTIONS

Greatclub. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Absorb Souls (Recharge 6). The oni inhales life force in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 20 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

BONUS ACTIONS

Aggressive. The oni moves up to its speed toward a hostile creature that it can see.

Finish Him! When the oni reduces a creature to 0 hit points with a melee attack on its turn, the oni moves up to half its speed, recharges and uses its absorb souls attack or one melee attack.

REACTIONS

Parry. The oni adds 2 to its AC against one melee attack that would hit it. To do so, the oni must see the attacker and be wielding a melee weapon.

Mk oni.jpg

These lumbering brutes, though powerful in their own right, only serve beings of greater power within the Netherrealm, beings that have managed to dominate these onis to their will. Netherrealm onis often serve as guards, a massive obstacle meant to discourage trespassers from entering places they're not supposed to go to.

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