KARASU TENGU

I am currently running an Oriental Adventures (OA) campaign called The Divine Heir and the Jade Regent loosely based around the Pathfinder Adventure Path the Jade Regent with strong influences from Sekiro.  The first adventure is called The Ashina Legacy and is essentially the The Brinewall Legacy set in and completely converted to an OA setting.

I had to rewrite the adventure intro and re-theme the monsters but it worked well.  Here is the flowchart of the adventure (and campaign).


The original adventure is filled with corbies – ogre like ravens – that make up the bulk of the bad guys.  Since Kikonu is an oni tengu, I thought it made sense to keep the raven theme (including replacing the lizard men with kenku).  Here is an oriental version of the corbie (taking some inspiration from the Dark Souls 3 raven creatures).

KARASU TENGU

Medium humanoid (kenku), neutral evil
Armor Class 16 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., climb 30 ft., fly 10/20 ft*
STR                 DEX                CON                INT     WIS                CHA
15 (+2)        14 (+2)        13 (+1)        8 (-1)  11 (+0)        9 (-1)
Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Oni, Goblin
Challenge 1 (200 XP)

Drift. A karasu tengu flies in short bursts and can’t use its fly speed to hover. When it flies, it must end its move action by landing on a solid surface. *

Ferocity. When the karasu tengu is reduced to 0 hit points it continues fighting and dies at the end of its next turn.

Iron Hand. Karasu tengu may wield great swords with one hand.

Pounce. If the karasu tengu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the karasu tengu can make one daikatana attack against it as a bonus action.*

Surprise Attack. If the karasu tengu surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

* see the Wings action for details.

ACTIONS
Daikatana. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d8 + 2) slashing damage.

Corbie Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage.

Wings 2 (1/Day). As a bonus action the karasu tengu can sprout two wings granting it a 15 ft. fly speed and the drift trait.

Wings 4 (1/Day). As an action the karasu tengu may sprout four wings granting it a 20 ft fly speed and the drift trait. It then may immediately use its Pounce action and it has advantage on the attack role. The DC of the Strength check is increased to 15.