When dealt 20+ damage in one hit: Invisible (ends on next attack) and fly 6.
- •(2x) Tetsubo.1d10+10.
on 10+ damage: Dazed.
- •Frigid Winds.2d10+5.
(Range 12; 5x5 Area) DC 16 STR save or Blinded and Frostbitten (Frostbitten: Slowed and Vulnerable to damage/+10. Save or healing ends.)
At 60 HP, use Unseen Escape.
Oni are typically cowardly endurance hunters against any prey that can put up a fight. If an oni manages to escape, you can have it come back with max HP before the Heroes next Safe Rest.

You can pass through any opening as if if we're difficult terrain. Turn Invisible if you haven't attacked at the end of your turn.
- •Nightmare Breath.2d10+15.
(8-Cone) DC 17 WILL save, Fail: Drowsy (Drowsy: Slowed, you have Disadvantage on STR and DEX rolls. Save ends or healing)
- •Devour Dreams.2d10+30.
Psychic damage. (Drowsy Target) the Oni regains 20 HP.
Shape-shifting demons that travel from place to place, the night haunter feeds on the fear of their victims until their is nothing left.
Much like their esoteric abilities, oni often have an equally unconventional weakness such as a fear of a specific kind of animal, or a revulsion to beans that makes them sick.