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PFS StandardIce Yai

Ice yai combine the brutality of frost giants with the grace of martial artists. More than any other oni, ice yai delight not in the pleasures of the flesh, but in flesh itself—rather than indulging in oft-destructive mortal vices like drink or lust, ice yai pursue physical perfection, reveling in the process of turning their bodies into powerful fighting machines.

Recall Knowledge - Fiend (Religion): DC 31
Recall Knowledge - Humanoid (Society): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

Ice YaiCreature 13

Legacy Content

CE Large Cold Fiend Giant Humanoid Oni 
Source Bestiary 2 pg. 189 2.0
Perception +26; greater darkvision
Languages Common, Jotun
Skills Acrobatics +24, Arcana +23, Athletics +25, Deception +27, Intimidation +27, Nature +24, Stealth +26
Str +8, Dex +5, Con +5, Int +4, Wis +5, Cha +8
AC 34; Fort +21, Ref +25, Will +23; +1 status on all saves vs. magic
HP 230, regeneration 15 (deactivated by acid or fire); Immunities cold; Weaknesses fire 15
Attack of Opportunity [reaction] Icy Deflection [reaction] Trigger The ice yai is targeted by a ranged Strike or spell attack roll that doesn't have the fire trait; Effect The ice yai creates a reflective blockade of ice, gaining a +4 circumstance bonus to AC against the triggering attack roll. If the attack misses, the ice yai redirects the attack to another creature within 20 feet of the yai. The attacker rerolls the attack roll against the new target.
Speed 40 feet, fly 40 feet
Melee [one-action] fist +27 [+23/+19] (agile, evil, magical, reach 10 feet), Damage 2d8+16 bludgeoning plus 2d6 cold and frozen strikeRanged [one-action] ice missile +25 [+20/+15] (cold, evil, magical, range increment 60 feet), Damage 2d10+12 cold and frozen strikePrimal Innate Spells DC 33; 7th cone of cold, wall of ice; 6th cone of cold (×3); 4th charm (×3), darkness, gaseous form, solid fog; 2nd invisibility (at will, self only)
Change Shape [one-action] (concentrate, polymorph, primal, transmutation) The ice yai takes on the appearance of a frost giant. This doesn't change their Speed or Strike attack and damage.Double Punch [one-action] Frequency once per round; Effect The ice yai makes two fist Strikes.Frozen Strike On a critical hit with a fist Strike or a hit with an ice missile Strike, the target creature must attempt a DC 33 Fortitude save.
Critical Success The creature is unaffected.
Success The creature is slowed 1 for 1 round.
Failure The creature is slowed 2 for 1 round.
Critical Failure The creature is slowed 3 for 1 round.

All Monsters in "Oni"

NameLevel
Fire Yai14
Ice Yai13
Mountain Oni8
Onidoshi8
Shadow Yai16
Taiga Yai15
Water Yai17

Oni

Source Bestiary 2 pg. 188 2.0
Not all divine creations are meant to live as mortals. Some spirits are created as guardians instead, tasked as protectors of elements of nature that cannot protect themselves. When these spirits accept their divine place in the metacosmos and take on such charges, they become kami. But some of these spirits are willful, obstinate, or simply rotten, railing against such demands from the gods and becoming bodiless and unable to interact with the world they can torturously still observe. Others receive such punishment simply for failing at their duty, and their despair at their condition twists them like those that began with a seed of darkness. When these spirits look upon mortal lives and become overcome with envy of the flesh and pleasure that humanoids can revel in, they form surrogate bodies of their own and become monsters known collectively as oni.

When an oni manifests, they always do so in a form that parodies a specific humanoid ancestry closely associated with the oni's obsessions and envies. Giants' over-the-top personalities and sizes are likely the reason why these humanoids are the most common incarnations chosen by oni; such oni are known collectively as yai oni. Yet there exist oni associated with almost every kind of humanoid. Most oni are capable of supernaturally disguising themselves as their associated humanoid type and use this ability to infiltrate societies and seize control from within. Once established, oni typically reveal their true form and revel in dominating those they view as lesser beings fit only to serve their whims.

Oni are nothing if not vain. They typically choose comely or striking appearances in their humanoid disguises—forms that are completely at odds with the ugliness of their true natures. An oni's true form is indicative of their innermost desires and always has features such as oversized teeth that verge into tusks, sharp claws, unusually bright skin colors, or a third eye in the forehead. Oni have desires as varied as those of any being, though by their nature these desires are almost always for hedonistic or destructive experiences of the flesh, typically food, pleasure, or violence.

Sidebar - Additional Lore Oni Daimyo

Oni daimyo are quasi-deities with isolated mortal domains. The most powerful is Inma, the Empress of the World, but Akuma the Horned King, Murona the Dark Mother, and Nataka the Red King are also worshipped.

Sidebar - Additional Lore Oni Origins

The first oni originated in the nation of Minkai on the continent of Tian Xia. Whether due to prevalent local kami— particularly in the mist-shrouded Forest of Spirits—or its peoples' faiths, Minkai is a hotbed of oni activity.

Sidebar - Additional Lore Oni Shapechangers

Oni humanoid forms are limited to one specific appearance. An ogre mage can assume only one specific ogre form, while an ice yai can appear only as one specific frost giant. Some oni have greater control over their shapeshifting power and can assume the form of any humanoid creature, and these oni tend to be the most dangerous.

Sidebar - Related Creatures Other Oni

Different oni exist for nearly every humanoid ancestry. Kuwa oni mask their golden skin and four-fingered claws in human form, while ja oni hide as hobgoblins. Other yai include wind yai (who take their form from cloud giants) and the immensely powerful void yai (who form from other yai and ascend to rule over rune giants).