Oni Overlord (5e Creature)

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Oni Overlord[edit]

Large giant, lawful evil


Armor Class 18 (plate)
Hit Points 220 (21d10 + 105)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 20 (+5) 18 (+4) 16 (+3) 19 (+4)

Saving Throws Dex +7, Con +10, Int +9, Wis +8, Cha +9
Skills Arcana +9, Deception +14, Insight +8, Intimidation +9, Perception +8, Stealth +7
Proficiency Bonus +5
Senses darkvision 60 ft., passive Perception 18
Languages Common, Giant and any two others
Challenge 15 (13,000 XP)


Brave. The oni has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the oni hits with it (included in the attack).

Indomitable (3/Day). The oni can reroll a saving throw it fails. It must use the new roll.

Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 17). The oni can innately cast the following spells, requiring no material components:

At will: darkness, invisibility
1/day each: charm person], cone of cold, gaseous form, sleep

Keen Sight. The oni has advantage on Wisdom (Perception) checks that rely on sight.

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

Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack. The oni makes four melee attacks, either with its claws or its glaive.

Claw (Oni Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Glaive. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage, or 17 (2d10 + 6) slashing damage in Small or Medium form.

Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the oni can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the oni. A creature can benefit from only one Leadership die at a time. The effect ends if the oni is incapacitated.

REACTIONS

Parry. The oni adds 6 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.

LEGENDARY ACTIONS

The oni can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The oni regains spent legendary actions at the start of its turn.

Attack. The oni makes a weapon attack.
Command Ally. The oni targets one nonhostile creature it can see within 30 feet of it. If the target can see and hear the oni, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The oni targets one hostile creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the oni's next turn.
Cast a Spell (Costs 3 Actions). The oni casts a spell from its list of prepared spells, using a spell slot as normal.

A dread oni with the Great Master template applied to it. Oni overlords are avaricious and cunning creatures that lead lesser creatures from the shadows. Regular oni look upon oni overlords with a mixture of awe and fear, fawning before their overlord when it brings fresh prey and treasure, but scheming to overthrow it in times of strife. Oni overlords amass groups of minions, such as lesser oni, orcs, or ogres, leading with its force of will under normal circumstances and its force of arms when it is challenged.

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