OnidoshiCreature 8
Source Pathfinder Bestiary 2
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
AC 27; Fort +18; Reflex +15; Will +15; +1 status to all saves vs. magic
HP 125 (regeneration 7 (deactivated by acid or fire)
Speed 30 feet (fly 30 feet)
Falchion +21 (+16, +11) to hit (forceful, magical, reach 10, sweep) 2d10+9 Slashing
Fist +20 (+16, +12) to hit (agile, evil, magical, reach 10) 2d8+9 Bludgeoning
Composite Shortbow +17 (+12, +7) to hit (deadly d10, range increment 100, reload 0) 2d6+9 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
+1 Status to All Saves vs. MagicRegeneration 7 (deactivated by acid or fire)This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
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.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Primal Innate Spells (DC 24, +14 to hit)
2nd Level: Darkness, Invisibility (At will) (Self only)
3rd Level: Fear
4th Level: Charm, Gaseous Form, Sleep
5th Level: Cone of Cold
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.