Friday, October 23, 2015

Southland: Drover's Den

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)






Drover’s Den

Seven Sisters Myth: The Sisters were lost in the desert.  They asked a series of animals for help, but none knew the way out.  Finally, they encountered a lowly ant.  He and his fellows ranged all over the land and knew it well.  They formed a chain and lead the Sisters to safety.  The Sisters made them masters of the desert and guardians of the knowledge of the Ancients. 

The land of the Giant Ants is hard to miss if you’re in the area.  The landscape of rock ant hills bears the name “Pinnacles” to describe it.  Not all of the hills are actually occupied, though they are all connected in a vast underground network.  Lines of workers can be seen bringing food to the hills.  Individuals about scavenge the area.  Drones of the hive forage as far south as Perth and Kalgoorie.  (They generally avoid the Swarmer areas, and vise-versa.)   

The Drovers are aggressively territorial.  Any known intrusion on a hill, will bring soldiers spilling out of every nearby hill, with an almost communal-like intelligence.  However, they not terribly vigilant.  Soldiers do not patrol outside the hills, and Drones generally ignore intruders, even those inside the hive.

There are individuals who have raided these tunnels.  The Drovers have a habit of grabbing and dragging precious metals and even other valuables back to their hive.  Items brought back by accident, end up in piles, which eventually clog up the tunnels and lead to the hill being abandoned.  Jumping into those hills is dangerous, but potentially lucrative.  

Giant Ant, Drone
HD 2, Hp 9, AC 17 (Natural)
Fort +3, Ref +0, Will +0
Melee: Bite +1 to hit 1d6

While numerous and scary-looking, Drones are usually oblivious to individuals and groups walking around them.  Individuals that are immobile or sleeping are in danger, however.  Drones are looking for whatever looks like food or organic matter to carry back to the hive.  They usually only attack if attacked themselves or if defending the Queen.  Drones and Soldiers both make peculiar “clacking” noise as they move about.  Individuals, and especially groups, will not be sneaking up on anybody.

Giant Ant, Soldier
HD 2+2, Hp 11, AC 17 (Natural)
Fort +4, Ref +0, Will +1
Melee: Bite +3 to hit 2d4+3
Acid Sting: On a Natural hit, DC 12 Fort Sv or painful bite, all stat bonuses go to 0 for 1 turn.  A soldier may sting once per encounter.

Nasty and aggressive defenders of the hive.  They respond to any invading threat.  However, they are seldom outside of the hive.

Giant Ant, Queen
HD 4+4, Hp 22, AC 17 (Natural)
Fort +5, Ref +0, Will +2
Melee: Bite +5 to hit 2d6+4
Ranged: Acid Spray 4d8 and -1 to non-magical worn AC, DC 18 Ref Sv for half damage and to avoid AC damage.  DC 12 Fort Sv for the Queen to attempt to use again, DC 18 for a third attempt.


There is only one “Queen” of the Drovers, buried deep in their underground hive network.  Virtually immobile, she is a gigantic slug, perpetually involved in reproducing.  Her master chamber is where all of the Giant Ants are born.  There is also an Ancient magical artifact there that is the cause of their mutation.  It is a repository of their knowledge, which includes magical spells and a comprehensive geography of the Southland landscape. 

Thursday, October 22, 2015

Southland: The Insect Kingdoms

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


The Insect Kingdoms
The Ancients experimented with magically mutating various insects as potential weapons.  (They had already altered other insects for useful, agricultural purposes.)  The creatures proved hard to control, and their military value was limited to a mere nuisance to the enemy.  They were mostly exterminated.  Unfortunately, three species got loose in the wild and multiplied after the Catastrophe.  Fortunately, they are confined to certain specific areas, otherwise they might be overrunning the continent.  These insects require a high concentration of radiant magic to breed and cannot expand beyond that range. 

Hiver’s Grove:





Seven Sisters Myth: Finding no succor in Pintupi, the Sisters fell faint in the fields outside the city.  A group of wasps took pity on them and brought them food and water.  Refreshed and grateful, the girls made them masters of the land around the city.

The Hivers (Giant Wasps) were created by the people of Pintupi.  Vicious and territorial, they kept the curious away from the site of the hidden city.  The magic of the cloak, and later shield, kept the mutation going.  The Wizard-King army that later laid siege to the city simply brushed them aside.  The Hivers would regroup and multiply after the Catastrophe, the area still saturated in ambient magic. 

Many hives in the area are old and empty, but recently abandoned ones may still have a giant wasp jelly substance inside.  Humans and Humanoids both find this jelly to be a delicacy with reputed enhancing properties (especially if enchanted).  It is obviously expensive, being so dangerous to gather.       

Giant Wasp
HD 2, Hp 8, AC 14 (Natural)
Fort +6, Ref +2, Will +2
Melee: Sting +6 to hit 1d6 + Poison DC 12 Fort Sv or uncon 1 turn
May inject poison once per encounter
Flight ability
Vulnerable to smoke.  They will scatter when faced with fire and smoke, at least temporarily. 

The Hivers patrol the area around the city and their hives with military-like precision and aggression.  They will immediately swarm against any intruders.  Distractions and fire with smoke are about the only ways to throw them off.  Hivers make a distinctive droning noise in flight.  A swarm of them will make an almost unbearable drone.

Swarmer Lands:


Seven Sisters Myth: The Sisters reached a magic portal held by a mad wizard.  When they asked him for passage to escape, he captured all of them, intending to have his way with them.  A tiny grasshopper saw the girls’ plight and offered to help.  He returned with a multitude of his fellows.  The wizard grabbed the prettiest sister and fled through the portal.  Grateful to the grasshoppers for freeing them, the Sisters made them masters of the land around the portal.

The Kalbarri region in western Southland could be decent farmland.  Unfortunately, the area is routinely denuded of vegetation by swarms of Giant Locusts, nicknamed “Swarmers.”  There is always at least a small population (only numbering in the hundreds) located around the KalbarriPortal.  [Wait a minute.  Doesn’t that entry include a different myth for the same place?  Yes, it does.  That’s how myths are, multiple and conflicting.]  It is their breeding ground.  As soon as the vegetation begins to recover in the surrounding area, the Swarmers multiply into the thousands and begin to feed.  A few will come as far south as Perth and Kalgoorie, but never in great numbers.  Their lifecycle is effectively chained to the Portal.

Giant Locust
HD 3, Hp 12, AC 18 (Natural)
Fort +6, Ref +3, Will +2
Melee: Bite +7 to hit 2d6
Jump +7 to hit, if two or more Locusts jump into an opponent in the same rd, the opponent is knocked down.  Swarmers can jump very high and far.
Ranged: Sticky Spit DC 12 Ref Sv or held in place, DC 18 Str or Escape Artist to get free.  Weakens after 1 turn to DC 12, dissolves after 2 turns.  A Giant Locust may do this once per encounter.  Usually used on prone opponents, it will then attempt to eat the hapless victim.

The Swarmers aren’t really aggressive, unless they are swarming to feed, in which case, anything organic is in trouble.  Swarmers in a somewhat passive state can still be dangerous if they are stirred up unnecessarily.  While not noisy individually, a group of Swarmers on the move will make a distinctive hum.  

Wednesday, October 21, 2015

Southland: Stone City Residents

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Stone City Residents


Weeping Ancients
HD 2+2, Hp 11, AC 17* (Natural, Magic to hit), Enhanced Init +4
Fort +4, Ref –1, Will +0
Melee: Slam +5 to hit 1d6+4 + Energy Drain DC 18 Will Sv or lose 1d4 Negative Hp
Ranged: Stunning Glance DC 18 Will Sv or Stunned 1 rd, may be used on an opponent once per encounter, C range.  While stunned, the Weeping Ancient will immediately attempt an Energy Drain.
Mirror Bane: If presented with a mirror while attempting to use their Stunning Glance, the Weeping Ancient must make a DC 12 Will Sv or be stunned themselves for 1 rd.   

Many of the city’s inhabitants are, of course, statues.  The streets and buildings are filled with them.  Some of the statues are posed with their hands covering their faces in the act of weeping.  Some of them aren’t statues.  Technically, they are haunted Earth Elementals, and they have a decided taste for feeding on human lifeforces.  While they can remain perfectly motionless, they are lightning quick when moving.  Thankfully, they tend not to move far and won’t pursue runners.  (Of course, there’s so many of them in the city, you’re probably running towards another nearby group.)     

Banshee
HD 7 (d12), Hp 30, AC 14* (Natural, Magic to hit)
Fort +2, Ref +2, Will +5
Melee: Chilling touch +7 to hit 1d8 + Stun 1 rd
Causes Fear: Upon initial appearance, DC 12 Will Sv, flee for 1 turn, once per encounter
Death Wail: DC 12 Fort Sv, drops victim to -1 hp (stabilizing rules apply), may effect one person, may use once per encounter.  If the victim survives, their hair turns permanently white.  (They typically prefer to use this ability on Stunned opponents.)
Flight ability

Translucent undead females.  (If you’re using Demi-humans, they’re Elvish.)  While they’re a world away, these ghost creatures resemble the particular haunting spirits of Fantasy Ireland (not part of the Commonwealth, by the way).  These Banshees are not imports though, they are the unquiet dead of the city. 

These women were part of a mystical cult that instituted a ward pact during the destruction of their city, dooming themselves to haunt it.  Packs of these undead creatures scour the city at night to kill any living person they find.  There is a defiled temple somewhere in the city that is their origin point.  Were that consecrated, that might finally put them to rest.  Their powers do not effect the Weeping Ancients or Argula, and vice versa.    

There are other Ghosts inhabiting the city.  Their dispositions tend to be less combative than the Banshees.  (Indeed, they find them quite unsettling as well.)  There are also reports of furtive “Mystery” creatures who somehow survive in the city against all odds.  Who they are, how they live, and where are unknown.       

Also part of the city’s population are the Hivers, Giant Wasps.  There is a colony of them surrounding the city.  Their aggressive nature towards intruders and their natural droning sound when attacking serve as an early warning system for Argula, the Weeping Ancients, and the Banshees.

[Disclaimer: This site, including the insect mounds, is called Litchfield.  The rock formations are called “The Lost City.”  Since, there’s already a “Lost City” in this setting, I changed the name.  Pintupi is an Aboriginal tribe name.  The giant hives are actually magnetic termite mounds.]

Tuesday, October 20, 2015

Southland: Argula

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



Argula (Dracolisk)
HD 7, Hp 56, AC 16* (Natural, Anyone making a successful melee hit on the Dracolisk with a non-magical weapon must make an immediate DC 12 Fort Sv or be turned to stone)
Fort +7, Ref +4, Will +7
Melee: 3 attacks/rd, Bite + 7 to hit 3d4 and 2 x Claw +7 to hit 1d6 each, any hit also requires a DC 12 Fort Sv or be turned to stone (just one Save if hit multiple times in a rd).  Argula’s petrifaction is a willful act, he can bite and be touched without necessarily causing the opponent to be turned to stone. 
Ranged: Acid Spray 4d6 and -1 to non-magical AC, ½ dam with DC 18 Ref Sv. DC 12 Fort Sv to attempt to breathe again, DC 18 for a third time in an encounter.
Petrifying Vision: Everyone within S range must make a DC 12 Fort Sv or be turned to stone.  This power can be used once per encounter.
Flight ability

Argula is a cruel wyrm, preening with pride.  Not only is he a dragon, but a unique, one-of-kind one as well, and he single-handedly destroyed the city (albeit against a bunch of pacifists).  With the sudden end of the war, Argula was at loose ends without his master’s direction and decided to settle in the city.  He ranges over 100’ mile range, killing large livestock, Humanoids, and the occasional human traveler for food.

Still, the dragon is a bit lonely.  While he doesn’t take well to uninvited visitors in his city, Argula has been known to chat pleasantly (as much as an egomaniac is capable).  This might happen if he’s been recently well fed and already petrified someone that day.  He usually sleeps at night.  (Given the city’s other inhabitants, he can sleep soundly.)  His lair is unknown.  Argula is aware of other dragons in the Southland (including sleeping ones), but they have all shunned him.

(If you want to put in a bunch of Basilisks, Medusae, Cockatrice, and Gorgons in the city too, go ahead.  Your players will hate you and derail your adventure on purpose for it.  I’m thinking mirrored armor.)

Monday, October 19, 2015

Southland: Stone City

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Stone City (Ancient-Pintupi)





[In this area you can drop in your favorite lost city map.]

Seven Sisters Myth: The Sisters came to this hidden city begging for food and water, but were turned away for fear they would be destroyed in the war if discovered.  The Sisters cursed it to stand forever.

Most Ancient cities were built up using magic.  Another side effect of the Catastrophe is that it collapsed nearly all of their structures.  Nearly all of the grand Ancient civilization has essentially been reduced to dust, which is why there are so few above ground ruins to explore.  There is only one known standing Ancient city.  Its location is well-known, and it’s even un-plundered.  Of course, there’s a reason for that.

Pintupi was a secret refuge for those not wanting to fight in the Civil War.  (If you’re using Demi-humans in this setting, this could be an Elvish city.)  The city was hidden by a powerful magical cloak.  It was small and unimportant enough to escape anyone’s attention.  Anyone inside was not allowed to leave, yet somehow word got out.  At first, anyone who found Pintupi, in spite of the cloak, was allowed in, but not out.  A steady stream quickly became a flood and city became way overpopulated.  Pintupi refused any further refugees and finally turned their cloak into a shield.

It was too late to pretend to be a secret anyway.  A Wizard-King army soon came and laid siege to it.  They found its shield nearly impenetrable, but not completely.  They opened up a hole just big enough to admit one of their special creations, Argula the Dracolisk.  Against a garrison of warriors and wizards, Argula by himself, wouldn’t have lasted long, but against a city of unarmed pacifists, the inhabitants quickly became victims, stoned victims.     

Argula found the magical device powering the shield and deactivated it, as per orders.  The Wizard-Kings immediately stormed inside, took possession of it, and fled back to Circumsphere with their own ideas about how to modify it.  Argula was left behind to hold the city.  He proceed to eliminate anyone else living inside and even took to petrifying the buildings in boredom (though the contents within them would be untouched).  Argula would still be sitting on the rocks, awaiting orders, when the Catastrophe finally ended the war a short while later. 

Friday, October 16, 2015

Southland: Master Demons and Devils

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Master Demons and Devils
These creatures are the overlords of the minor demons.  They are generally the ones with the brains and some courage (but no heart).

Erinyes (Devil)
HD 9, Hp 72, AC 19* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +11, Ref +11, Will +10
Melee: 2 attacks/rd Longsword +14/+9 to hit 1d8+5
Ranged: 2 attacks/rd +1 Flaming Composite Longbow +15/+10 to hit 1d8+6 +1d6 fire/rd until smothered  
Or Rope +14 to hit, DC 18 Str or Escape Artist or Entangled (generally used to capture opponents)

Teleport: Used to escape
Summon: 1d4 minor demons, 50% chance of success, once per day
True Seeing: Never fooled by illusions or invisibility

Female hunters, typically relying on ranged attacks and calling in minor demons to engage in melee.  They have a natural enmity with the glamorously beautiful Succubae and hideous Hags.  

Chain Devil (Kyton)
HD 8, Hp 64, AC 18* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +8, Ref +8, Will +6
Melee: 2 attacks/rd Chains +10 to hit 2d4+2, on Natural hit foe is also knocked down

Typical bully of minor demons and torturer. 

Babau (Demon)
HD 7, Hp 56, AC 17* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire), Protective Slime-destroys any non-magical melee weapon that hits, Enhanced Init +3
Fort +10, Ref +6, Will +6
Melee: 3 attacks/rd 2 X Claws +12 to hit 1d6+5 and Bite +7 to hit 1d6+2

Stealth +7
Summon: Another Babau 40%, 1d4 minor demons 60%, once per day
Teleport: Used to escape
Darkness: Used to hide before attack
See Invisible  

Typically used for assassinating foes.

Hag (Demon)
HD 7, Hp 45, AC 17* (Magic or silver to hit, immune to electricity, poison, acid, and any fire), Enhanced Initiative +3
Fort +6, Ref +6, Will +6
Melee: Claw +13 melee 1d6+7
Stealth +7
Mind Control: DC 18 Will Sv or controlled for 1d4 rds, can be attempted on an opponent once per encounter, can control one victim at a time, the Hag will lose control if hit by an attack
Disguise Self: At will.  This is an illusion, not a physical change.  DC 18 Will Sv for viewer to disbelieve, but viewer must be concentrating.  If the Hag is injured, DC 18 Will Sv to maintain disguise.
Fog Cloud: At will

Hags are often sent on infiltration and abduction tasks.  They hate Succubae and highly dislike Erinyes to the point they’d sabotage the mountain’s defenses if they could implicate either of them in the process.    

The General (Hezrou Demon)
HD 10+20, Hp 100, AC 20* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +16, Ref +7, Will +9
Melee: 3 attacks/rd Bite +14 to hit 4d4+5 and 2 X Claws +9 to hit 1d8+2
If both Claws hit the same opponent in a rd, they are grappled.  DC 18 Str or Escape Artist to get free or next rd, automatic Bite damage.  Will drop victim if successfully attacked
Stench: Produced in combat, DC 18 Fort Sv to everyone in C range or Sickened 1 turn (all Bonuses go to 0), other demons are not immune to this
Teleport: Used to escape
Summon: 60% another master demon, 80% 1d4 minor demons, once per day True Seeing: Never fooled by illusions or invisibility

He’s crazy.  He’s a sociopathic, brooding mad man.  The General rules by fear, pure and simple.  His motivations are to live another day, hold the fortress, and to destroy anyone (human or demon) that gets in his way.  There’s little subtly to the General’s tactics in personal combat, he simply uses his high AC and Hp and superior melee abilities to eviscerate his foes. 

Thursday, October 15, 2015

Southland: Minor Demons and Devils

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Minor Demons and Devils
[Disclaimer: The usual D&D mythology puts demons and devils at each other’s throats as bitter enemies.  I’m not actively using that here, as I don’t see that much difference between the two.  Perhaps devils could be seen as having better, more “noble” breeding.  Hells Gate could be seen a refuge of sorts for some, fleeing their tyrannical masters and their species’ pointless, unending wars.  Certainly there could still be some antagonism between the groups here that could be used to the characters’ advantage.]

These minor creatures are numerous, but generally disorganized and even prone to fighting one another.  They’ll flee from more powerful opposition unless a higher demon is present.  Only the harsh discipline of their masters keeps them in line.

Hellcat (Bezekira, Devil)
HD 4, Hp 32, AC 14* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire), Enhanced Init +3
Fort +5, Ref +6, Will +4
Melee: 3 attacks/rd, 2 X Claws +7 to hit 1d8+3 and Bite +4 to hit 2d8+3
Stealth +4

Stalking predator.  Usually found in patrolling packs.

Breaded Devil (Barbazu)
HD 6, Hp 45, AC 16* (Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +8, Ref +7, Will +5
Melee: 2 attacks/rd Glaive +9/+4 to hit 1d10+3 + Infernal Wound DC 18 Fort Sv or bleed 2 hp/rd until treated by magic healing

Typical frontline, melee warrior.  The Glaive is magical.  If used by a character, it requires a DC 12 Will Sv or the character becomes possessed.  Also requires +2 Str and Con to wield.

Dretch
HD 2+4, Hp 13, AC 12* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +5, Ref +3, Will +3
Melee: 3 attacks/rd 2 X Claws +4 to hit 1d6+1 and Bite +2 to hit 1d4

Mindless, throwaway troops used to soften up and harass enemies.

Quasit
HD 3, Hp 13, AC 13* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +3, Ref +6, Will +4
Melee: 3 attacks/rd 2 X Claws +8 to hit 1d3–1 + Poison DC 12 Fort Sv or 0 Bonuses 1 turn and Bite +3 to hit 1d4–1
Invisibility at will-Must become visible to attack.  0 bonuses to hit and +4 to Saves while invisible, if hit, Quasit immediately becomes visible for 1 turn

Used to weaken and spy on foes.  Will usually run from combat.

Succubus
HD 6+6, Hp 33, AC 16* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire), Enhanced Init +3
Fort +6, Ref +6, Will +7
Melee: 2 attacks/rd Claws +7 to hit 1d6+1, if both Claws hit opponent they are also stunned, will attempt immediate energy drain.   
Energy Drain Kiss: Used on any stunned opponent, DC 18 Will Sv or lose 1d4 Negative Hp.  The Succubus is functionally helpless while engaged in the act.
Charm: If not engaged in combat, DC 18 Will Sv for victim to resist.  May be attempted once on an individual per encounter.  Can control one person at a time for 1d4 rds. 
Summon 1d4 minor demons, 30% chance of success, once per day
Flight: Has ethereal wings

Not all of Hells Gate defenses are overt.  Groups of Succubae are stationed to attempt to charm would be intruders.  If nothing else, they are gregarious creatures, preferring willing victims for energy draining.  Succubae are generally despised by master demons, especially female ones, as they are completely self absorbed.  It is not unheard of that they’ll even betray their own kind to powerful opponents in return for their own lives and with a kiss to seal the bargain. 

Spider Demon
HD 6, Hp 24, AC 18* (Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +5, Ref +2, Will +2
Melee: Bite 2 att, +6 to hit 1d8 each + Poison (DC 12 Fort Sv, unconsciousness immediately, 1 + Con bonus days to live, unless a venom antidote is found).
Web: 20’ area, DC 12 Ref Sv to avoid, DC 18 Str or Escape Artist to get free (can also be cut loose in 2 rds), otherwise held for 1 turn, can be used up to 3 X in an encounter, used for capture

A half-human/half-giant spider.  Usually lairs in a concealed area to act as a guard. 

Ogre Mage
HD 5+15, Hp 37, AC 18* (Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +7, Ref +1, Will +3
Melee: Greatsword +7 to hit 3d6+7
Ranged: Longbow +2 to hit 2d6
Flight: At will
Darkness and Invisibility at will, but must become visible to attack (0 BAB to hit while invisible)
Once a day spells, automatic success casting
Charm Person: DC 15 Will Sv, 1 day
Ice Blast: Hail deals 3d8 freezing damage. DC 15 Ref Sv
Gaseous Form: Used for escape
Polymorph: (into an object or harmless, small animal) 1 day, DC 15 Will Sv
Sleep: Puts 4 HD of creatures into magical slumber 1 turn, DC 15 Fort Sv
Summon: 1d4 Oni, 50% chance of success, once per day

An import from the Oriental Empire.  These are ambassadors and advisors sent by their master demon, Yomi, to the General of Hells Gate.  The nature of this alliance is unknown.  Perhaps it mirrors the relationship between the Commonwealth and the Empire, with these demons trying subtly undermine the current rulers.  These Ogres are intelligent, gentile, and well dressed.  They pick their fights carefully.  Unlike the other demons at Hells Gate, Ogre Mages and their Oni servants can come and go from the keep.  However, their influence and the time they can spend manifested outside of the fortress roaming the Southland appears to be very limited.

Oni
HD 3, Hp 20, AC 15* (Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +3, Ref +1, Will +1
Melee: Claw +3 to hit 1d6
Or Gore Attack charge 1d8x2, once per encounter
Ranged: Fire Blast 3d6 fire damage, DC 12 Ref Sv, ½ dam
Lightning Bolt: 3d6 electrical damage, DC 12 Ref Sv, ½ dam

Shapechange: At will, any humanoid form.  As the Oni is actually taking the physical form of another, it is impossible to physically detect the disguise, short of magical means.  However, if physically harmed the Oni must make a DC 12 Will Sv to avoid reverting to their true form.
Telepathy: At will, read minds
Gaseous Form: At will
Teleport: Once per day, line of sight.

Also from the Oriental Empire .  Horned, minor demons.  Oni come in many different, bright colors with varying powers and abilities.  These are attendants for Ogre Mage ambassadors and advisors and are their personal troops.