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).
Nevakali is in the original adventure, I recreated her to be a blood-magic user.
KARASU TENGU BLOOD SORCERESS
Medium humanoid (goblinoid), neutral evil
Armor Class 16 (natural armor)
Hit Points 49 (9d8 + 9)
Speed 30 ft., climb 30 ft., fly 10 ft (drift)
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (-1) 16 (+3) 9 (-1)
Skills Stealth +6, Survival +2
Damage Vulnerabilities necrotic (susceptible to haemophilia)
Senses darkvision 60 ft., passive Perception 13
Languages Oni, Goblin
Challenge 4 (200 XP)
Blood Bender. Nevakali’s enchantment spells are difficult to resist and she imposes a bane (-1d6) on saving throws on creatures she targets with these spells. In addition, she has 7 blood points. She can use these points in a few different ways (1 point each):
- She can use them as additional spell slots.
- They can be used to enhance a spell by increasing its spell level.
- Add (or increase) the damage of a spell by 7 (2d6) necrotic damage.
When all blood points are used up Nevakali gains a level of exhaustion. She recovers blood points after taking a long rest and not being exhausted.
Drift. Nevakali flies in short bursts and can’t use her fly speed to hover. When she flies, she must end its move action by landing on a solid surface.
Ferocity. When Nevakali is reduced to 0 hit points she continues fighting and dies at the end of her next turn.
Pounce. If Nevakali 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 katana attack against it as a bonus action.
Regeneration. Nevakali regains 1 hit points at the start of her turn for each blood point she has.
Surprise Attack. If Nevakali 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.
Spellcasting. Nevakali is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following maho-tsukai spells prepared:
- Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
- 1st level (4 slots): cobra’s breath (1d12 poison damage, 10ft Cone), magic missile, thunderwave
- 2nd level (3 slots): hold person, scare (WIS, Fright 1m), scorching ray
- 3rd level (3 slots): fireball, lightning bolt, vampiric touch (3d6 necrotic, heals caster)
- 4th level (1 slot): blood storm (as ice storm but necrotic damage)
Bloodletting Katana. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d8 + 2) slashing damage plus vampiric touch (consumes a spell slot).
Corbie Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage.
Boiling Blood (1 blood point). Nevakali picks up to two creatures within 120 feet of her. Constructs, undead, and other creatures that lack blood are immune to this spell. Each target must make a DC 13 Constitution saving throw. On a failed save, the target takes 2d6 fire damage as its blood begins to boil. An affected creature must repeat the saving throw at the end of each of its turns. On a failed save, an affected creature takes 1d6 fire damage and becomes incapacitated until the end of its next turn. On a successful save, the creature ends the effect on itself. If the fire damage causes the target to drop to 0 hit points, the target explodes, destroying itself and throwing ropes of boiling blood 10 feet in all directions. Each creature within the area must succeed on a Dexterity saving throw or take 1d6 fire damage.
Shield. Nevakali raises a shield that cancels magic missiles or increases her AC by +5 until the end of her turn.
Nevakali 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. Nevakali regains spent legendary actions at the start of its turn.
- Cast a Spell. Nevakali casts a spell (including boiling blood).
- Fowl Games. Nevakali uses her talons.
+1 Spirit Emblem.