Moro no Oni 4
Moro no Oni 4 — The Encounter
Scaled oni of the gate, who hurls hewn stone · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Moro no Oni 4
When the great gate was raised to seal the mountain pass, the builders bound an oni to guard its threshold for a hundred years and a day. The pact was honest, but a century is a long hunger, and the creature came to love the smashing more than the keeping. Now Moro no Oni squats among the shattered lintels it once protected, its hide grown thick as the stones it guards, its scales the cold blue of deep water and the green of old bronze. It wrenches whole blocks from the ruined arch and flings them at any who climb the road, and what its throwing does not break, its hands finish. Travelers who survive speak of its roar, a sound that empties the courage from a man's chest before the stone ever lands. It does not chase far from the gate. It does not need to. The mountain road is narrow, and the oni has all the stone in the world.
Run Moro no Oni 4 in Sixty Seconds
- Read the field first. This is bruiser muscle, not a boss. Pair it with a flagship threat and let the oni body-block while the boss does the dangerous work.
- Open with the slab. Throw the hurled stone at a clustered party to splash debris before the oni closes, then it is melee from there.
- Hide before bloodied. Above half HP it resists nonmagical weapons, so push magic and force damage early; once bloodied the resistance drops and it folds faster.
- Kill-priority is the grappled PC. Its Slam grabs (escape DC 15) and a charge knocks prone, so it locks down one target each turn; free that ally or the oni grinds them.
- Three ways to run it. Gate-guardian wall in a narrow pass, throwing-arm artillery from a ledge, or charging brute that knocks the line prone and pins the healer.
Moro no Oni 4
Large giant (oni), lawful evil
CR 6 · 2,300 XP · GUIDELINEGatekeeper's Hide. The oni's scaled, plated skin turns lesser blows. While it has more than half its hit points, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Earthshaker Bulk. When the oni moves at least 15 feet straight toward a creature and then hits it with a slam this turn, the target must succeed on a DC 15 Strength save or be knocked prone.
Actions
Multiattack. The oni makes two attacks: one with its Hurled Slab (or Slam) and one with its Slam.
Hurled Slab. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 30/60 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. On a hit at range, each creature within 5 feet of the target must succeed on a DC 15 Dexterity save or take 7 (2d6) bludgeoning damage from flying debris.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and if the target is Large or smaller it is grappled (escape DC 15).
Bonus Actions & Reactions
Oni's Roar. Reaction: When a creature the oni can see hits it with an attack, the oni bellows; that creature must succeed on a DC 13 Wisdom save or have disadvantage on its next attack roll before the start of its next turn.
A hulking oni of dragon-scaled blue and green, its jaws lined with fangs and its arms hewn from muscle, it tears a slab of carved gate-stone free and hoists it overhead as a weapon.
Moro no Oni 4, Bound
Companion · acts on your initiative
Bound · GUIDELINEStone Kin (signature). While within 10 feet of the oni, Moro no Oni 4 has resistance to bludgeoning damage and cannot be knocked prone.
Actions
Crush. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Reactions
Interpose. When the oni it serves is hit by an attack, Moro no Oni 4 may move up to its speed toward the oni; if it ends adjacent, the oni gains +2 AC against that attack.
A lesser oni-spawn of broken masonry and packed scale, it lumbers at the brute's heel and shields its master with its own stony bulk.
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 with the Hurled Slab to scatter a clustered party before it closes, then wade in slamming and grappling the squishiest target. Kill-priority is whoever it grabs, so a low-tier group must free allies fast. Pair it with archers or a caster boss; alone it is a tough wall, not a TPK.
Open at range with the slab to splash debris on the cluster, then charge for the knockdown and grapple the controller or healer. Above half HP its hide shrugs off mundane weapons, so it is the front-rank muscle of an encounter, not the brain. Pair it with a Japanese-myth caster or yokai leader and let it pin the party while they suffer.
Lead with the slab on the tightest group, charge to knock the melee anchor prone, then double-slam and grapple to lock a key PC in place. It hits hard but has no defenses against control, so high-tier parties will burn it down once they strip its hide; that is why it belongs beside a real boss. Kill-priority remains anyone it grapples.
Put Moro no Oni 4 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 4?
Its native sheet is CR 6 (XP 2,300), tuned for a party of levels 5-10. Tier blocks scale it down to CR 2 for levels 1-4 and up to CR 11 for levels 11-15; the traits and actions stay identical, only the numbers move.
Can Moro no Oni 4 be a companion or ally?
Not as a player option, but it makes a fearsome bound bodyguard for a yokai or oni-lord boss. Use Gate-Shard, Bound as a smaller summoned brute that interposes itself and lends its stony resistance to whatever master it serves.
How do I keep this oni from being just a hit-point sponge?
Lean on its grapple and charge-knockdown to control position, throw the slab to threaten ranged characters, and use Oni's Roar to spoil a big incoming hit. Run it as the muscle that pins the party in place while a separate boss applies the real pressure.
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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