Innate Spellcasting. The akumaho's innate spellcasting ability is Charisma (spell save DC 18, +11 to hit with spell attacks). The akumaho can innately cast the following spells, requiring no material components:
At will: darkness, invisibility
1/day each: charm person, cone of cold, gaseous form, sleep
Magic Weapons. The akumaho's weapon attacks are magical.
Specific Magic Immunity. The akumaho can't be affected or detected by spells of 6th level or lower from spells of Arcane sources (such as spells from the Bard, Sorcerer, Warlock and Wizard spell lists), unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Magic Absorption. The akumaho regains 10 hit points per spell level cast on them or includes them in the casting area, any hit points that they gain from this ability while in full health are converted to temporary hit points. Additionally, the akumaho gains a +2 to attack rolls and damage rolls from their claws and glaive attacks until the end of their next turn when this trait is activated.
Multiattack. The akumaho makes two attacks, either with its claws or its glaive.
Claw (Akuma Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage.
Glaive. Melee Weapon Attack: +9 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 akumaho magically polymorphs into a Small or Medium humanoid, 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 akumaho dies, it reverts to its true form, and its glaive reverts to its normal size.
Swift Guard. When the akumaho is targeted by an attack roll, they may raise their glaive and shield themselves, giving them +4 to AC against that attack (can only use this reaction if wielding it's glaive in one hand at least).
The akumaho can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The akumaho regains spent legendary actions at the start of its turn.
Detect. The akumaho makes Wisdom (Perception) check.
Glaive. The akumaho makes one glaive attack.
Resolve of a Thousand Hells (Costs 2 Actions). The akumaho bolsters themselves with all the magical energy it absorbed. Until the end of it's next turn, the akumaho gains a 20 ft. aura of blue flames surrounding itself, an enemy that starts it's turn within the aura takes 3d6 fire damage. Resistance to fire damage is ignored. This action cannot be taken if the akumaho has not received any magical damage since the end of its previous turn.
Description
When a baby Goliath is born with horns protruding from it's forhead, the father of the baby takes it to the forest, bleeds on the child and leaves it there for the wolves and beasts of the plains to hopefully tear and eat it. Rarely some of these horned babies manage to survive and grow up, when they do they become what are known to some as the Oni. An Oni's magic is gained unknowingly through the mysterious being called The King in Blue and live a lonely and stark life of solitude in the plains.
When an Oni manage to survive to a certain age, and shows greatness and potential in the eyes of The King in Blue, they may be contacted by them, and be shown the eldritch secrets of otherworldly magic that grants them unmatched powers. These Oni go through a dream-like journey to the outer plains, accompanied by The King in Blue. During this journey they are exposed to the inner workings of magic, even going through a journey to the Abyss and through all the circles of Hell. An Oni whose psyche withstands that test is bestowed with immeasurable powers.
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