Medium Humanoid, Typically Lawful Evil
Armor Class 16 Metal armor, leather underneath. Oni mask.
Hit Points 20 (4d8 + 4)
Speed 20 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +6, CON +5
Skills Intimidation +8, Survival +8
Damage Vulnerabilities Lightning
Damage Resistances Fire, Slashing
Condition Immunities Frightened
Senses Blindsight Has it for 20ft. Can only determine the presence of a entity, and not who they are., Passive Perception 12
Languages Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

HEAVY METAL: Covered in metal armor, the bandit Oni has no qualms with such things as swords or fire harming them. due to how much metal is on them however, they are vulnerable to lightning attacks. Resistant to fire and slashing damage, but vulnerable to lightning damage.

BREAK THE ARMOR: Due to how much might they put into each blow, they can rather easily shatter even the thickest of armor. If a attack from the bandit Oni lands, roll a d10. On a 6+ the target's AC is lowered by 3 until a short or long rest. This can only be applied once per target.

A moment of rest: the bandit oni may use its action to take a breather in the middle of combat, removing effects of exhaustion and healing it for 2d4 health. They cannot do such if there is a enemy within 5ft of them.

Actions

Kanabō swing: Kanabō: +4 to hit, reach 10ft, single target. Hit: 6 (2d4 +2) bludgeoning damage.

Wide swing: +1 to hit, everyone infront of them within 10ft, on hit 6 (2d4 +2) bludgeoning damage. Has a -5 to hit if target(s) are size small or lower.

Uppercut: unarmed, reach 5ft, single target. Hit: 4( 1d6 +1) bludgeoning damage. Target must make dexterity saving throw, on a failed save are sent 10 ft away from bandit Oni.

Bonus Actions

WHO'S NEXT?!: After dealing a critical to a target or downing a player, the bandit Oni bellows a roar of intimidation, daring someone else to try and take them on. Every enemy within 30ft that can hear the Bandit Oni must make a DC 15 wisdom saving throw or be frightened for 1d4 minutes. Those who don't understand the Bandit Oni's language has advantage on the saving throw.

Reactions

Glare down: On a melee miss against the bandit Oni, it glares down at you, instilling you with fear. Target must make a DC 12 wisdom saving throw or be frightened for 1d4 minutes.

Description

Bandits from far of lands that impersonate the Oni, heavy armor and Kanabō held tightly in hand. Though slower than their fellow brigades and raiders, the sheer strength they pocess is frightening, being able to rend armor asunder with nothing but a single blow, and tearing metal doors of there hinges. However, due to the sheer amount of metal on them, they tend to be slower than their fellows, and are prone to getting hit by boughts of lightning.

bobrocks21

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