Free interactive D&D 5e SRD stat block

Oni

Large Fiend, CR 7, AC 17, 119 HP. Lawful Evil.

Large Fiend, Lawful Evil

AC
17
Initiative
+0 (10)
HP
119 (14d10+42)
Speed
30 ft., Fly 30 ft. (hover)
ScoreModSave
STR 19 +4 +4
DEX 11 +0 +3
CON 16 +3 +6
INT 14 +2 +2
WIS 12 +1 +4
CHA 15 +2 +5
Skills
Arcana +5 , Deception +8 , Perception +4
Resistances
Cold
Senses
Darkvision 60 ft.; Passive Perception 14
Languages
Common, Giant
CR
7 (XP 2,900; PB +3)

Traits

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

Actions

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

Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 10 (1d12+4) Slashing damage plus 9 (2d8) Necrotic damage.

Nightmare Ray. Ranged Attack Roll: +5, 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. 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. 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. The oni casts Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting.

How to run Oni

An oni is a fiend that lives in the shape of someone the party already trusts. Shape-Shift turns it into a Small or Medium Humanoid or a Large Giant, and the oni uses that to walk into a village, befriend a family, eat a child a month, and leave when suspicion rises. Combat begins when the disguise drops, and the disguise should drop on the oni's terms, not the party's.

When the fight opens, lead with Charm Person (level 2 version, two targets) on the strongest melee characters to split the party. If the casters are clustered, swap to Sleep or Darkness centered on the oni itself, then use Bonus Action Invisibility on the next turn for total concealment in the dark cloud. From there, Multiattack gives two Claws at +7 reach 10 ft. for 19 average per hit (10 slashing plus 9 necrotic), or two Nightmare Rays at +5 range 60 ft. for 9 psychic and Frightened until the oni's next turn.

Regeneration 10/turn is the closer. Without a way to spike damage above 10 a round, the oni climbs back to full while the party widdles at it. The hover speed (fly 30) lets the oni stay above melee reach if the room has a ceiling. The party that wins this fight burns through Charm and Invisibility first, then drops the oni in one round before regen catches up. AC 17 and 119 HP supports a real grind if they cannot.

Oni do not die for principle. At Bloodied with spells spent, the oni casts Gaseous Form and seeps through a window or under a door. They will return in three weeks, in a new face, and they will eat the player who hit them hardest first. Make the second visit personal.

Reveal the disguise mid-meal, mid-sentence, mid-blessing. The oni's true face appearing in the middle of an ordinary scene does more work than any combat opener.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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