Moro no Oni 3
Moro no Oni 3 — The Encounter
One-Eyed Mountain Ogre of the Ashura Gate · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Moro no Oni 3
Among the oni of the old mountain shrines there dwell the moro, born where a man's malice festers until the body forgets its shape. This one is reckoned a guardian of thresholds, set at a gate that ought never to open, and the villagers below call it the One-Eye for the lone lamp of its stare. They say it was once a warden of the pass who took bribe-gold and let raiders through; in penance the kami fused his eyes into one and his hide into cold scale, so that he might watch the road forever and never look away. Steel that bites it knits closed within a breath, for an oni's flesh remembers its sin and will not stay parted. Only fire and holy light unmake it. Pilgrims leave rice and sake at the foot of the gate, not in worship, but so the watcher will let them pass on the road that climbs to the Ashura shrine above.
Run Moro no Oni 3 in Sixty Seconds
- Eye first. Each round, declare which PC the Single Burning Eye marks before anyone rolls: that target eats advantage and swings back at disadvantage, so use it to bully the party's biggest damage dealer.
- Open with the bite. Lead on a melee PC with Crushing Bite for the DC 15 Strength save; a prone front-liner means the rest of your turn and your allies' turns all swing at advantage.
- Regeneration is the clock. It heals 10 at the top of its turn unless it took radiant last round, so prompt the party once: fire and holy light are how you actually finish it.
- When bloodied, stop trading and play the reaction game: stay in a melee knot so Furious Rebuke lands every time someone hits you, and keep the eye on whoever can drop you.
- Three ways to run it: gate-warden that blocks a chokepoint, pack bruiser beside a caster oni, or a lone mini-boss for a tier-1 party that has no radiant and must improvise oil and torches.
Moro no Oni 3
Large giant (oni), lawful evil
CR 6 · 2,300 XP · GUIDELINERegeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. If it takes radiant damage, this trait does not function at the start of its next turn.
Single Burning Eye. Signature. The oni's lone glowing eye fixes on prey it can see within 30 feet. The first attack roll the oni makes against that creature each turn has advantage, and the creature has disadvantage on the first attack roll it makes against the oni that turn while the gaze holds.
Actions
Multiattack. The oni makes two Claw attacks, or one Claw attack and one Crushing Bite.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (3d6+4) slashing damage.
Crushing Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8+4) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Bonus Actions & Reactions
Furious Rebuke (Reaction). When a creature within 10 feet damages the oni with a melee attack, the oni can make one Claw attack against that creature.
A hunched, blue-scaled ogre with the skin of a drowned thing and a single cyan eye that burns like marsh-fire, lips split wide over a hedge of fangs. It guards the threshold of a fell gate, daring any soul to pass.
Moro no Oni 3, Bound
Companion · acts on your initiative
Bound · GUIDELINEMarsh-Light Eye (signature). Once per turn, the whelp can flare its single eye. One creature it can see within 20 feet must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next attack roll before the start of the whelp's next turn.
Actions
Rake. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.
Reactions
Cling and Cover. When an ally within 5 feet is hit by an attack, the whelp scrambles in the way and the ally gains a +2 bonus to AC against that attack.
A small, scrambling oni-spawn that trails its parent like a guttering lantern, its lone eye flaring to dazzle whoever raises a blade against the watcher.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by fixing its eye on the squishiest caster, then close 40 ft. and bite for the prone knockdown. Regeneration makes it a grind, so warn the party to spend a flask of oil or any radiant damage to shut it off. Pair it with a flagship oni boss as the heavy bruiser piece that pins the front line.
Kill-priority is whoever the eye marks: it gets advantage there and they get disadvantage back, so it bullies one PC per round. Open with bite-for-prone on a melee threat, then claw-claw whoever stands up; Furious Rebuke punishes anyone trading blows. This is an add-on muscle piece, not a solo boss; field it beside a spellcasting oni or a gate-warden so radiant from the party isn't free to fully neutralize its regeneration.
Run it as the brute in a multi-oni assault. Lead with the eye on a controller, bite to prone, then two claws for ~32 a round plus a Rebuke. It still has no legendary actions, so it dies fast to focused radiant or fire; keep it in melee scrums where its prone-lock and reaction matter, and let a real boss carry the encounter's action economy.
Put Moro no Oni 3 on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Moro no Oni 3?
Its home build is CR 6 (2,300 XP) for a tier-2 party of levels 5-10. The block scales down to roughly CR 2 for tier 1 and up to roughly CR 11 for tier 3 using the numbers in the tiers table; traits stay identical, only AC, HP, to-hit, and save DC move.
Can Moro no Oni 3 be a companion or ally?
The adult watcher is too malevolent to befriend, but its spawn Hitotsume, the Lantern Whelp can ride along as an ally: AC 13, 45 HP, a dazzling Marsh-Light Eye debuff, a Rake attack, and a Cling-and-Cover reaction that shields a nearby ally. Use it when a player wants a creepy oni-blooded sidekick rather than the full threshold guardian.
How do I keep its regeneration from making the fight drag?
Tell the party once that radiant damage switches off its healing for a round, and that fire-themed effects, holy water, and a paladin's smites are the intended answers. Without any radiant source, lean on raw burst damage and the action economy of a full party so they can outpace the 10 HP per turn.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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