Homebrew, Monster Manual V (3e) 2007
Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 12). The oni can innately cast the following spells, requiring no material components:
Chikujō no Oni When the oni is within 60' of one or more other oni & must make a saving throw, it uses the highest saving throw bonus among the group.
Magic Weapons. The oni's weapon attacks are magical.
Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.
Siege Monster. The oni's attacks do double damage to buildings & objects.
Multiattack. The oni can make an attack with its giant kanabō or two slam attacks.
Giant Kanabō. Melee Weapon Attack: +12 to hit, reach 10', one target. Hit: 20 (3d6 + 9) 3d6+9 bludgeoning damage & the creature must succeed on a DC 20 Constitution saving throw or fall prone.
Slam. Melee Weapon Attack: +11 to hit, reach 5', one target. Hit: 13 (2d4 + 8) 2d4+8 bludgeoning damage. If the creature is size Large or smaller, it must succeed on a DC 19 Constitution saving throw or be knocked 10' away from the oni.
Change Shape. The oni magically polymorphs into a Small or Medium humanoid, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed but appears appropriately sized to its current form.
Jishin (Recharge 5-6). The oni can cause an earth tremor, choosing either to effect everything within 5' of itself or in a 30' line extending out from itself. Any creature in the affected area must succeed on a DC 20 Constitution saving throw or be knocked prone & take 1d4 bludgeoning damage. Genso oni are immune to this ability.
Hills, Mountains