Moro no Oni Full
Moro no Oni Full — The Encounter
Scaled ogre of the mountain gate, who hurls the world it breaks · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Moro no Oni Full
When the mountain gate cracked open, the first thing through was not a man but the Moro no Oni, an ogre whose hide is shingled in slate-blue scale and whose jaw never fully closes over its tusks. The old village records name it a road-breaker: it does not besiege a settlement so much as dismantle one, prying loose carts, beams, and roof-trees to swing as cudgels until nothing standing remains standing. Folk who survived its passing speak of a creature too stubborn to fear, that walked unbothered through arrow and ward alike. It keeps a rabble of smaller oni in its shadow, hat-wearing scavengers who pick at the fallen while the great brute works. To bind such a thing, the grimoires advise, one must first deny it something to throw, for an oni with empty hands is only half a calamity.
Run Moro no Oni Full in Sixty Seconds
- It is a wrecking ball, not a duelist. Always aim its Improvised Slam at a target standing next to allies so Wrecker's Reach splashes the cluster, then second-attack Gore the same victim.
- Hold it back as an add-on. Moro no Oni is the anvil to a flagship boss or a Kasa-Oni pack; it is not solo_capable, so never run it alone against a full party.
- Kill-priority is reach and control. It shrugs off prone, frighten, and forced movement (Mountain's Stubbornness), so target it with raw damage rather than wasting saves-or-suck spells.
- When bloodied, it gets reckless. Have it chase the lowest-HP backliner, using Heaving Throw on anyone who tries to disengage out of its 10-ft. reach.
- Three ways to run it: a roadblock the party must shatter to advance; a brute escort guarding a caster boss; or a panic engine that flushes clustered PCs apart with splash timber.
Moro no Oni Full
Large giant (oni), lawful evil
CR 6 · 2,300 XP · GUIDELINEMountain's Stubbornness. The oni has advantage on saving throws against being frightened, knocked prone, or moved against its will.
Wrecker's Reach. Signature. The oni fights with an entire shattered cart gripped overhead. Once on each of its turns, when it hits a creature with its Improvised Slam, every other creature within 5 ft. of the target must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) bludgeoning damage as splintered timber sprays outward.
Actions
Multiattack. The oni makes two attacks: one with its Improvised Slam and one with its Gore.
Improvised Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage, and a creature of size Large or smaller must succeed on a DC 15 Strength saving throw or be knocked prone.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Bonus Actions & Reactions
Heaving Throw. Reaction (recharges after a short rest): When a creature the oni can see moves out of its reach, the oni hurls a chunk of debris at it. The target must make a DC 14 Dexterity saving throw, taking 13 (3d8) bludgeoning damage on a failure, or half as much on a success.
A hulking blue-scaled oni, all spiked shoulders and corded muscle, that has torn an entire wooden cart loose and lifts it overhead like a hammer. Lesser straw-hatted oni scuttle at its heels, eager to finish what its swing begins.
Moro no Oni Full, Bound
Companion · acts on your initiative
Bound · GUIDELINEScavenger's Nerve (signature). The bound oni has advantage on attack rolls against any creature that is prone or that has at least one of its allies within 5 ft. of it.
Actions
Bladed Pole. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Reactions
Skitter Aside. When hit by a melee attack, the bound oni can halve the damage and then move up to 10 ft. without provoking opportunity attacks.
A wiry straw-hatted oni that fights from reach with a hooked pole, darting in only when the big one has already knocked a foe down.
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 hurling debris at a backline caster, then wade into the densest cluster so Wrecker's Reach catches two or three at once. Kill-priority is anyone who can knock it prone or pin it, since Mountain's Stubbornness already makes that hard. At this tier run it as a single mid-fight wall the party must break before it breaks them.
Open with Improvised Slam on whoever is clustered with allies, then Gore the same target to drop it. If foes bunch up, every hit sprays timber for splash damage, so reward them for spreading out by chasing the healer with Heaving Throw. Pair it with a flagship boss or a pack of Kasa-Oni minions; this brute is the anvil, not the whole encounter.
Open into the melee line and use Wrecker's Reach splash to soften everyone adjacent before the casters react. Kill-priority is whoever holds the front, so it can flank the squishier backline. At this tier keep it as a bodyguard add-on to a bigger threat; alone it lacks the action economy to challenge a hardened party.
Put Moro no Oni Full 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?
Its home stat block is CR 6 (2,300 XP), tuned for a party of levels 5-10. The record also provides scaled CR-2-ish (levels 1-4) and CR-11-ish (levels 11-15) versions with identical traits and only the numbers shifted, so you can drop the same brute into almost any table.
Can Moro no Oni be a companion or ally?
The great oni itself is built as an adversary, but the record includes a bound companion, Kasa-Oni, a wiry straw-hatted oni with a hooked pole that fights from reach and excels at ganging up on prone or surrounded foes. Use it as a controllable ally or as a thematic minion that fights alongside the big brute.
Is Moro no Oni meant to fight a party alone?
No. It is solo_capable=false. With no legendary actions it gives up too much action economy to anchor a fight by itself. Pair it with a flagship boss or a handful of Kasa-Oni minions and let it serve as the heavy front-line anvil while the smaller threats do the cutting.
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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