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).

Taking some more inspiration from Sekiro here we have a red eye (elite) ogre.  Red eye creatures gain benefits but also weaknesses (all highlighted in red). Replaces the ground level ogre in the original adventure. 


Large giant (red eyes), chaotic evil
Armor Class 11 (hide armor)
Hit Points 91 (7d10 + 21)
Speed 40 ft.
STR                 DEX                CON                INT                 WIS                CHA
19 (+4)        8 (-1)           16 (+3)        5 (-3)           7 (-2)           7 (-2)
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 3 (700 XP)

Reckless. At the start of his turn, Soma can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. He also gains the benefits and weaknesses of traits marked in red.

Fist. Melee Weapon Attack: +6 to hit, reach ft., one target.
Hit: 9 (2d4 + 4) bludgeoning damage.

Chain Sweep. The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.

Piledriver (Recharge 6). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.

Atomic Drop. If an attacker misses Soma he may use his reaction to grab the attacker and throws it across the room by making a melee weapon attack (+6). The target lands 10 feet away, falls prone and takes 13 (2d8 + 4) bludgeoning damage.

+1 Spirit Emblem.