Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Large giant, lawful evil

Armor Class 16 (chain mail )

Hit Points 110 (13d10+65)

Speed 30 ft., fly 30 ft.

19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)

Saving Throws Dexterity +3, Constitution +6, Wisdom +4, Charisma +5

Skills Arcana +5, Deception +8, Perception +4

Senses darkvision 60 ft., passive Perception 10

Languages Common and Giant

Challenge 7 (2900 XP)

Innate Spellcasting. The oni’s innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

Magic Weapons. The oni’s weapon attacks are magical.

Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.


Multiattack. The oni makes two attacks, either with its claws or its glaive.

Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.

Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

Source: Pathfinder Roleplaying Game Bestiary.

Ogre mages are often found serving as leaders of ogre tribes, yet not all of them seek to link their destinies to their less-intelligent kin. Some become lone marauders who hold villages hostage, demanding regular tribute in the form of gold, food, or maidens, lest they take more than they ask.