In the original pathfinder adventure (Forest of Spirits), but modified them to menace my ki using PCs, in particular the ki-happy ninja who was terrified of them though they were not much a real threat to be honest. But psychological threat is just as good from the DM’s perspective.
SISTERS OF THE BROKEN PATH
Medium humanoid (goblinoid, okami), lawful evil
Armor Class 17
Hit Points 84 (13d8 + 26)
Speed 60 ft.
Saving Throws STR +4, DEX +7, INT +6, WIS +6
Senses Darkvision 60 ft., passive Perception 16
Languages Common, Goblin, Oni
Challenge 6 (2,300 XP)
Life Funnel. Any necrotic damage the hobgoblin inflicts heals her of the same amount.
Steal Qi. The okami steals 1 ki from a target each time she causes necrotic damage to a maximum of 1 kiper round. The stolen ki provides her with a boon (+1d6) on her next attack, saving throw or ability check.
Spellcasting. The okami is a 2nd-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). She has the following wizard spells prepared:
Unarmored Defence. While the okami is wearing no armour and wielding no shield, her AC includes her Wisdom modifier.
Multiattack. The okami makes four attacks, each of which can be an unarmed strike, nunchaku or a shuriken attack. She can also use Shadow Jaunt once, either before or after one of the attacks.
Masterwork Nunchaku. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. This is a magic weapon attack.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) necrotic damage. This is a magic weapon attack. The hobgoblin can pick an additional effect when she lands an attack:
Shuriken. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Shadow Jaunt. The okami magically teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see. Both the space she is leaving and her destination must be in dim light or darkness.
Bolas. As a reaction against a creature using a fly speed she may launch a bolas (+7 to hit). If it hits the target is knocked prone and immobilised until they remove the bolas (an action or Escape DC 13 as a bonus action).
Before Combat The Sisters drink their potions of blur before combat ensues.
During Combat The monks work together, attacking as a single group flanking one or two opponents if the opportunity presents itself. They attempt to push enemies into the pit in area C9 using their Punishing Kick feat, or make flurry of blows attacks, using their nunchaku to disarm opponents. If fighting on the Lattice (area C9), the monks use their superior acrobatics skills to manoeuvre around and outflank foes. The Sisters think nothing of leaping the 10 feet between the iron bars.
Morale Devoted followers of Munasukaru, the Sisters of the Broken Path do not surrender, defending their living god to the death. When a monk reaches 10 hit points or fewer, she screams an oath to Munasukaru’s glory and commits seppuku (ritual suicide by performing a self-inflicted coup de grace with her dagger).
Combat Gear potion of blur; Other Gear daggers (4), masterwork nunchaku, amulet of natural armor +1, bracers of armor +2, 100 gp worth of jewelled studs for piercings * See the Advanced Player’s Guide.