Oni no Tsuno (5e Creature)

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Akuma no Taro[edit]

Huge fiend, lawful evil or any evil

Armor Class 20 (Full Plate, Natural)
Hit Points 240 (17d12+120) (d12)
Speed 50ft

26 (+8) 10 (+0) 24 (+7) 12 (+1) 14 (+2) 14 (+2)

Saving Throws Strength +14, Con +12, Cha +5
Skills Perception +6, Intimidation +10
Damage Vulnerabilities Various
Damage Resistances Piercing, Slashing, Bludgeoning of non magical weapons.
Damage Immunities Various. Poison
Condition Immunities Fear. Poisoned.
Senses passive Perception 14. darkvision 60 ft.
Languages Giant, Common
Challenge 13 (10,000 XP)

Tora's Pounce. (Recharge 6) Same as Charge but performed as a high flying jump that can move 50 feet total, either vertical or across. It generally only is meant to trample one target. the target takes an extra 30 (4d10+8) Bludgeoning damage in 3x3 area and are knocked prone. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away and knocked prone. For one turn to perform this attack the Akuma no Tora can fly for 100 feet but must land (basically he has a massive leap).

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. Vulnerable Elemental damage stops this regeneration.

Tora's Roar (recharge 6). When these beast roars it can be heard from miles, anyone nearby roll constitution save dc. 17 or become dazed from the thundering noise and suffer 2d6+6 Thunder damage. This Roar can summon 1 Yuroyama no Oni, 1d2 Akaiyama no Oni or 2d6+4 Bakemono within 1d6 rounds if in the contested location.


Multiattack. The Akuma no Taro makes four Weapon attacks and or kicks attack but can only perform one Tora pounce or Roar. Generally a Akuma no Taro has Two Bloodmoon Nodachi blades and two Yamabushi Tetsubos and a But they proud individuals and generally prefer to have their own style so four Tetsubo or Nodachi. They can perform four basic attacks when they are raging.

Bloodmoon Nodachi (Greatsword): Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 8) Slashing damage. the Akuma no Taro regains hit points equal to that amount of damage dealt by it's Nodachi blades.

Yamabushi Tetsubo (Great Spiked Mace): Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 8) Bludgeoning damage. In addition, nonmagical armor worn by the target is pierced and takes a permanent and cumulative -2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. If armor is magical creature must make a DC 18 strength or Constitution Saving Throw.

Taro Kick: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 8) Piercing damage. If the target is a creature, it must succeed on a DC 18 (+1 for every other Tetsubo attack) Strength saving throw or be dazed

Ghostfire Breath (recharge 5-6). ranged damage in cone up to 40 feet. all enemies must roll dexterity or constitution save Dc. 17 or take 30 (6d6+10) elemental damage from the Ghostfire fury chart

Ghostfire Fury (Recharge 5-6). The Akuma no Taro flys into a wild rage and Ghostfire erupts from his frame. Each creature in that that attacks the Oni DC 17 Dexterity saving throw, taking 6 (1d6+2) elemental damage on a failed save, or half as much damage on a successful one. This Rage lasts for 1d6+2 turns and the Oni can now add 1d6+2 Elemental damage to every attack it makes. This effect can be dispelled. Each turn this Rage and the ghost fire can change color giving the Tsuno no Oni a different resistance to a new element and dealing that elemental damage 1d4+1 on his weapon attacks. roll 1d6 each turn 1.) Blood Devil Fire=Fire Damage, 2.) Blue Ghost Fire=Ice, 3.) Green Witchfire=Acid 4.) Violet Warp Fire=Lightning 5.) Black Corpse Fire=Necrotic 6.) Golden Deva Fire=Radiant. The Akuma no Taro also gains a weakness to the opposite element each turn as the Rage changes color. If a Akuma no Taro takes damage it's vulnerable to the Rage will be dispelled. The Akuma no Taro can perform four basic attacks instead of three while raging. The Rage is cumulative and stacks after it recharges so the damage goes up to 2d6+4 or even 3d6+6 max and his bonus weapon damage as well to 2d4+3 to max 3d4+4.

Tiger Demons also known as Akuma no Taro are the Brutal Warchiefs of lesser Oni, They weild various weapons with fury such as armor destroying Tetsubos and Blood thirsty Nodachi greatswords. They are massive four armed Akuma-Oni that even other Oni are terrified of. Thankfully they are uncommon but when seen they are leading a massive horde of Bakemono or there own battlion of Akaiyama Oni and Yaruyama no Oni. Akuma no Taro have the head of a flayed Tiger with great waterbuffalo or reindeer antlers horns on the body of an Oni with four powerful Arms. They stand several heads taller than Mountain Oni and their skin is generally crimson red or dark orange with bright white or black stripes in a similar pattern to a tiger.

When they Roar it can be heard across the heavens and frightens the strongest and bravest of Samurai who defend their castles and walls. They can eaily leap over great mountain walls or castle defenses with ease quickly slaughtering the defenders at a gate and opening up the gate without problems.

Though mighty and terrifying they basically just came from their lesser yamaoni brethern and evolved into a powerful tiger demon, they are still the some of the lowest level Akuma demons there are. They are seen as brutal sarjeants and given open respect but rarely invited into the Grand Temples of the great Asura lords. In strange ways at times the Tiger Demons hate themselves and despair but the keep this silent and Yamaoni never compare them to greater Rakshasas and other entities.

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