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 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).
Kikonu is the main boss of the dungeon + an optional boss. Because of the disincorporation trait (inspired by both Sekiro’s immortal centipedes and Demon Slayers oni/vampires) I added to the oni Kikonu has become a reoccurring villain with multiple versions of him created for different story requirements – but this was the first cut.
Medium fiend (shapechanger, oni), lawful evil
Armor Class 15 (leather armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 16 (+3) 14 (+2) 12 (+1) 15 (+2)
Saving Throws DEX +3, CON +6, WIS +4, CHA +5
Skills Arcana +5, Acrobatics +7, Deception +8, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Oni
Challenge 7 (2,900 XP)
Innate Spellcasting. Kikonu’s innate spellcasting ability is Charisma (spell save DC 13). Kikonu can innately cast the following spells, requiring no material components:
- Constant—see invisibility, ventriloquism
- 3/day— cataracts (CON, vision reduced to 10’), dimension door, hideous laughter (prone, incap), ray of enfeeblement (STR ½ dmg), scorching ray (3 rays, 2d6 fire)
- 1/day—blur (disadvantage), glitterdust (show invis, blinded)
Blinkstrike (3/Day). Kikonu can use a bonus action to teleport up to 30 feet right before making an attack with its wakizashi, gaining advantage on the attack. If the attack hits, he deals an additional 14 (4d6) damage to the target.
Magic Weapons. Kikonu’s weapon attacks are magical.
Regeneration. Kikonu regains 10 hit points at the start of its turn if it has at least 1 hit point. If Kikonu takes jade based damage, this trait doesn’t function at the start of the his next turn.
Spell Resistance. Kikonu has a boon (+1d6) when making saving throws against magic.
Steal Voice (3/Day). No more than once per target per day, Kikonu can attempt to steal a victim’s voice as part of its bite attack. When it does so, the creature bitten must make a DC 13 Wisdom save or lose the ability to speak aloud. This prevents the use of any spell with verbal components and the use of command- word-activated magic items, among other difficulties. The Kikonu’s voice changes to match the one stolen. The victim’s voice remains stolen until the oni steals another voice, until the oni agrees to give the stolen voice back (an action requiring the oni to touch the victim), or until the next sunrise. Any effect that removes curses (such as remove curse) can restore a stolen voice (DC for success, if required, equals the save DC of the steal voice ability—DC 13 for most Kikonu), as does the death of the oni who stole the voice in the first place.
Susceptible to Patterns. Kikonu takes a –2d4 penalty on all saving throws against spells and effects that create patterns. Until the end of the round after he either makes a successful save against a pattern or recovers from the effects of a pattern, it is dazzled for 1 minute (disadvantage on perception checks and -1d4 to hit).
Yamabushi Weapons. Kikonu is skilled in the use of katanas, wakizashis, daikyu and the kusarigama. He gets a +1 bonus on attack and damage rolls with this weapon (included) and he cannot suffer from disadvantage when attacking with any of these weapons.
Discorporation. Unless killed using an honourable weapon – like a mortal blade – a destroyed oni turns into black smoke before dissipating. It gains a new body in 1d10 years, regaining all its hit points and becoming active again. NB: Due to the presence of Nevakali, Kikonu can reform each time the PCs take a short or long rest.
Multiattack. Kikonu uses Shinies if available and then makes two attacks, either with its claw or its kusarigama.
Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage and steal voice.
Tengu Kusarigama. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 15 (2d10 + 4) slashing damage. If the target is anything except a kami, Kikonu can choose one of the following additional effects:
- The target must succeed a DC 14 Constitution saving throw or be unable to take
reactions until the end of the Kikonu’s next turn and take 2 (1d4) slashing damage for every 5 feet of movement it makes on its next turn.
- The target must succeed a DC 14 Wisdom saving throw or be inflicted with a powerful curse for 1 minute. While cursed, a creature must succeed a DC 10 Wisdom saving throw at the start of each of its turns or be unable to take an Action on that turn. A remove curse spell ends the effect early.
- The target must succeed a DC 14 Charisma saving throw or be unable to cast spells of 1st level or higher on its next turn.
Blood Arrows of Yajinden. Ranged Weapon Attack: +7 to hit, range 300/600 ft., one target.
Hit: 11 (1d8 + 4) piercing damage and 5 necrotic damage. The arrow sticks to the target and continues to do necrotic damage at the start of the targets turn unless they spend an action to pull the arrow out. Pulling the arrow out causes another 4 piercing and necrotic damage.
Shinies! (1/Day). Kikonu performs a short ritual, attempting to suck in valuables near it. Each creature within 30 feet of the him, must succeed a DC 17 Dexterity saving throw, or have valuables magically lifted from their pockets. The valuables for each affected creature have a total value of 4d6 x 100 gp. The valuables are pocketed by Kikonu.
Change Shape. Kikonu magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the he dies, it reverts to its true form, and its glaive reverts to its normal size.
Riposte. When a creature misses Kikonu with a melee attack, he can immediately make a melee attack against the creature. If the attack hits, Kikonu deals an additional 9 (2d8) damage.
Kikonu can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The yamabushi tengu regains spent legendary actions at the start of its turn.
- Cast a Spell. Kikonu casts a spell.
- Bowshot. Kikonu leaps into the air using its natural flight ability and makes space between itself and its target then shoots two arrows.
+1 Spirit Emblem.