Perception +17; darkvision
Languages Common, Jotun
Skills Acrobatics +15, Arcana +13, Athletics +16, Deception +18, Intimidation +18, Nature +17
Str +6, Dex +3, Con +4, Int +3, Wis +3, Cha +4
Items breastplate, composite shortbow with 20 arrows, +1 striking falchion
AC 27; Fort +18, Ref +15, Will +15; +1 status on all saves vs. magic
HP 125, regeneration 7 (deactivated by acid or fire)
Attack of Opportunity
Speed 30 feet, fly 30 feet
Melee falchion +21 (forceful, magical, reach 10 feet, sweep), Damage 2d10+9 slashing
Melee fist +20 (agile, evil, magical, reach 10 feet), Damage 2d8+9 bludgeoning
Ranged composite shortbow +17 (deadly 1d10, range increment 100 feet, reload 0), Damage 2d6+9 piercing
Primal Innate Spells DC 24; 5th
; 4th , , ; 3rd ; 2nd , (at will, self only)Change Shape (concentrate, polymorph, primal, transmutation) The onidoshi takes on the appearance of an ogre. This doesn’t change their Speed or Strike attack and damage.
Onidoshi
Onidoshi, or ogre mages, are oni with the material form of an ogre. Onidoshi’s supernatural prowess and overwhelming intellect are enough to awe and cow entire families of rank-and-file ogres. Because of this, onidoshi are often found at the head of ogre war parties or orchestrating these violent campaigns from behind the scenes. It’s rare for onidoshi to lead solitary existences, but those who do prefer to maraud the countryside or exploit villages and hoard the spoils for themselves.