Oni, Atamahuta

Oni, Atamahuta

This large humanoid creature has two heads, one brutish-looking, the other with three eyes and gems and tattoos decorating its forehead.

Atamahuta Oni CR 11

XP 12,800
LE Large outsider (giant, native, oni, shapechanger)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +24

AC 25, touch 10, flat-footed 24 (+7 armor, +1 Dex, +8 natural, –1 size)
hp 147 (14d10+70); regeneration 5 (acid or fire)
Fort +14, Ref +5, Will +12
SR 22

Speed 30 ft.
Melee +2 orc double axe +22/+22/+17/+17/+12/+12 (2d6+12/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks double weapon mastery, spellstrike
Spell-Like Abilities (CL 11th; concentration +14)

Constant—see invisibility
3/day—chill touch (DC 14), dimension door, fireball (DC 16), haste, rage, shocking grasp
1/day—black tentacles, stoneskin, wall of fire

Str 25, Dex 12, Con 20, Int 13, Wis 16, Cha 17
Base Atk +14; CMB +22; CMD 33
Feats Cleave, Combat Casting, Improved Initiative, Improved Sunder, Power Attack, Spell Penetration, Vital Strike
Skills Bluff +20, Disguise +20, Intimidate +20, Knowledge (planes) +18, Perception +24, Sense Motive +20, Spellcraft +18; Racial Modifiers +4 Perception
Languages Common, Giant, Orc, +1 additional
SQ change shape (Large humanoid, alter self), ward off distractions
Gear banded mail

Double Weapon Mastery (Ex)

An atamahuta fights with an orc double axe. While making a full attack, an atamahuta controls its arms with both heads and does not take a penalty on attack or damage rolls for attacking with a double weapon.

Spellstrike (Su)

An atamahuta can imbue its weapon with magical properties using its spell-like abilities. Whenever an atamahuta casts a spell with a range of “touch” from its spell-like abilities, it can deliver the spell through any weapon it is holding as part of a free melee attack at its highest base attack bonus as part of casting its spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical multiplier (usually ×3), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. An atamahuta cannot make a full attack during the same round that it uses a spell-like ability unless another effect would allow it to do so.

Ward Off Distractions (Ex)

An atamahuta uses one of its heads to defend against attacks while the other is using a spell-like ability, giving it a +4 bonus to AC against attacks of opportunity while casting.

Environment temperate mountains
Organization solitary, pair, or cohort (1–2 plus 3–5 ettins)
Treasure double (banded mail, +2 orc double axe, other treasure)

Atamahuta are immensely strong oni spirits who have donned the physical guise of ettins. Combining oni‘s trademark guile with ettins‘ unadulterated brawn, atamahuta use their two-headed forms to inflict as much damage as possible by fusing their arcane powers with their distinctive melee combat style.

Because of the raw power they infuse into the bodies they inhabit, atamahuta are slightly bigger than normal ettins. An atamahuta is 14 feet tall and weighs 5,500 pounds.

Ecology

Habitat & Society

When atamahuta establish slave rings, they often make a business of selling their prisoners to the highest bidder in private auctions and black market deals. Occasionally, atamahuta will also run economically viable businesses on the side, putting their enslaved minions to work in remote fields or mines far from civilization. Atamahuta are rarely content to remain rulers over a stagnant position, and seek to advance their dominion as far as possible. Their prowess for ruthless business tactics and intimidating rivals into positions of subservience makes them potent forces in whatever realm they seek to control. Atamahuta often join merchants’ guilds and other such organizations after starting their slave rings, creating legitimate business fronts in order to infiltrate the guilds and wrest control of them. With this power, they can impose seemingly fair taxes upon their competitors, ultimately running them out of business and establishing themselves as the sole means of trade within a community. Of course, they must do this all through surrogates, as few trade organizations would permit an oni or an ettin into their ranks, and even then, many guilds have imposed strict rules regarding representatives into their systems in order to prevent such atamahuta-run monopolies from developing in the first place.

Atamahuta are typically distrustful of other oni, as they see them as potential threats to their power, and thus only rarely ally themselves with other such beings. Occasionally, however, such alliances can prove to be mutually beneficial, and so atamahuta team up with weaker oni such as yamabushi tengus or kuwa, so that they can reap the rewards of such a coalition while still retaining the most power. More intelligent or powerful oni recognize atamahuta for their oblivious nature and will often manipulate the beings for their strength, tricking the ettin-shaped oni into thinking they are dominant in the friendship until the more powerful oni has used the atamahuta for their intended purpose, at which point the beings are swiftly discarded.

Pathfinder Adventure Path #51: The Hungry Storm © 2011, Paizo Publishing, LLC; Author: Jason Nelson.