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).
KAKAWARAZU the Spirit Oni
Tiny fiend (oni), lawful evil
Armor Class 16
Hit Points 14 (4d4 + 4)
Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA
3 (-4) 20 (+5) 13 (+1) 14 (+2) 12 (+1) 16 (+3)
Skills Arcana +4, Perception +3, Stealth +7
Senses darkvision 60 ft., passive Perception 13
Languages Common, Oni
Challenge 2 (450 XP)
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, Kakawarazu reforms after 1 minute but at Nevakali’s location.
Mask Symbiosis. As a spirit oni, Kakawarazu can be worn as a mask by a willing Small or Medium creature. While worn in this way, the wearer can see through the oni’s eyes and speak through its mouth, although the wearer retains its own senses and voice. It provides its host with its nightmare bite and spellcasting abilities as well as +1d4 on its host’s Perception checks. Kakawarazu may use its move action to attach and detach from a willing host.
Innate Spellcasting. Kakawarazu’s innate spellcasting ability is Charisma (spell save DC 13). He can innately cast a number of spells, requiring no material components.
- Constant: detect magic
- At will: invisibility (Kakawarazu only), mage hand
- 1/day: command (grovel!), sleep (22 hp)
- 1/week: commune
Nightmare Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage and the target must succeed on a DC 11 Wisdom saving throw or for the next minute the target has disadvantage on Charisma saving throws, can’t take reactions and must roll a d6 at the start of each of its turns to determine its behaviour during the turn:
- 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
- 5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
The target my repeat the saving throw at the end of its turn to end the effect.
Masquerade (1/Encounter). Kakawarazu may target a creature and try and mask them. The target must make a DC 13 Charisma saving throw or become possessed by Kakawarazu for 1 minute. The target remains possessed until that time expires or another creature makes a DC 13 Strength ability check to rip the mask off. This power automatically recharges if the target successfully resists the possession.
This evil-looking animated mask shows the face of a horned fiend, its eyes popping and its leering smile full of fangs.
Appearing as a floating oni mask this creature acts as Nevakali’s familiar and grumbles the entire time about it. He will meld with various creatures throughout the castle to cause the PCs trouble – complaining loudly the entire time.
+1 Spirit Emblem.