Oni

Large / fiend / Lawful Evil / CR 7

Armor Class17
Hit Points119 (14d10 + 42)
Speed30 ft, fly 30 ft (hover)
Challenge7
Proficiency-
STR19+4
DEX11+0
CON16+3
INT14+2
WIS12+1
CHA15+2
Saving Throws

Dexterity +3, Constitution +6, Wisdom +4, Charisma +5

Skills

Arcana +5, Deception +8, Perception +4

Initiative

+0

Senses

Darkvision 60 ft

Languages

Common, Giant

Damage resistances

Cold

Traits

Regeneration

special

The oni regains 10 healing Hit Points at the start of each of its turns if it has at least 1 Hit Point.

Actions

Multiattack

action

The oni makes two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting.

Claw

action

Melee Weapon Attack: +7 to hit, reach 10 ft.. Hit: 10 (1d12 + 4) slashing plus 9 (2d8) necrotic damage.

Nightmare Ray

action

Ranged Weapon Attack: +5 to hit, range 60 ft.. Hit: 9 (2d6 + 2) psychic damage, and the target has the Frightened condition until the start of the oni's next turn.

Shape-Shift

action

The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Spellcasting

action

1 use per day. The oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):
1/Day Each: Charm Person (level 2 version), Darkness, Gaseous Form, Sleep

Bonus Actions

Invisibility

bonus

The oni casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.

Prepared Spells

Invisibility, Charm Person, Darkness, Gaseous Form, Sleep

Creature Rules

Oni

Referenced spells