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Tino (Oni Form)Creature 18


UniqueLELargeFiendGiantHumanoidOni
Source Pathfinder #168: King of the Mountain
Perception +30 (darkvision)
Languages Nagaji, Taldane, Tengu, Tien, (can't Speak Any Language)
Skills
Str +9, Dex +6, Con +6, Int +5, Wis +5, Cha +4

AC 41; Fort +32; Reflex +32; Will +28;
HP 320
Speed 35 feet

Head One Action +35 (+30, +25) to hit (deadly d10, reach 10, sweep) 5d8+17 Piercing
Fist One Action +35 (+31, +27) to hit (agile, finesse, nonlethal, reach 10, unarmed) 5d6+17 Bludgeoning
Kanabo One Action +33 (+28, +23) to hit (backswing, reach 15, shove) 5d10+15 Bludgeoning

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.

Toughest Teamwork: Catapult Ally

Trigger An ally using a move action moves within reach of Tino's kanabo


Effect Tino scoops his ally with his kanabo and flings them 30 feet in any direction. They can continue any remainder of their movement from their landing location

Ferocity Reaction

Trigger The monster is reduced to 0 HP.


Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability

Retributive Strike Reaction

Trigger An enemy damages the monster's ally, and both are within 15 feet of the monster.


Effect The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it.

Wall of Iron One Action

Tino raises his kanabo defensively, gaining a +2 circumstance bonus to AC.

A Kanabo to an Oni Two Actions

Tino loses himself further to the oni, pulling out even more strength. He makes a kanabo Strike that deals two additional weapon dice of damage.

Earth-Shattering Strike One Action

Requirements Tino's previous action was to successfully Strike an enemy with a weapon that dealt bludgeoning damage


Effect A shockwave blasts out from the force of Tino's strike. Tino attempts a single Athletics check again the Fortitude DC of all enemies within 15 feet. Regardless of the result of the check, all terrain within the area becomes difficult terrain as the ground is cracked into loose shards.


Critical Success Tino pushes the creature 10 feet, knocks it Prone, and deals 6d6 bludgeoning damage to it.

Success Tino pushes the creature 10 feet and knocks it prone.

Failure Tino pushes the creature 10 feet.

Flurry of Blows One Action (flourish)

Tino makes two Strikes with his fist or with a monk weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.

Stalwart Guardian

Tino gains a reaction at the start of each enemy's turn that he can use only during that enemy's turn.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.