Shade
Monster Junkie
Opawang
http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-27.html
Opawang
Medium Outsider (Chaotic, Evil, Native)
Hit Dice: 22d8+88 (187 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +8 armor), touch 11, flat-footed 18
Base Attack/Grapple: +22/+21
Attack: Rod of withering +22 melee touch (1d4 Str and 1d4 Con; DC 17 negates)
Full Attack: Rod of withering +22/+17/+12/+7 melee touch (1d4 Str and 1d4 Con; DC 17 negates)
Space/Reach: 5 ft./5 ft.
Special Attacks: Consume spirit, enslave spirits, fiery eyes, spells
Special Qualities: Darkvision 60 ft., dual healing, elemental mastery, ochimo bond, spell secret (6 spells), spell resistance 26, watchful spirit
Saves: Fort +17, Ref +14, Will +16
Abilities: Str 8, Dex 12, Con 18, Int 18, Wis 17, Cha 29
Skills: Concentration +29, Craft (alchemy) +29, Decipher Script +29, Gather Information +38, Knowledge (arcana) +29, Knowledge (history) +29, Knowledge (local) +29, Knowledge (religion) +29, Knowledge (the planes) +29, Spellcraft +33 (+37 scrolls), Survival +3 (+7 on other planes), Use Magic Device +34 (+42 scrolls)
Feats: Craft Wondrous Item, Empower Spell, Heighten Spell, Jack of All Trades, Maximize Spell (B), Reach Spell, Repeat Spell, Spell Knowledge (greater planar binding and unholy aura), Spell Penetration
Environment: Any
Organization: Solitary or clan (Opawang plus 1-4 ochimo)
Challenge Rating: 21
Treasure: Triple standard (includes bracers of armor +8, cloak of Charisma +6, periapt of Wisdom +4, ring of elemental command [air], rod of withering)
Alignment: Chaotic evil
Advancement: —
Level Adjustment: —
This middle-aged human has a waxy, almost translucent complexion. Muscles and bones can be seen beneath his skin, and his eyes glow with an unearthly radiance.
The Opawang, known as "the Dead Spirit King", is neither dead nor a spirit. He is, however, 2,000 years old. Once a high priest of the Black Leopard, he was deafeated while lead his cult's followers against the expansion of the Shou Lung empire. Although his empire was crushed and his temples burned, the Opawang escaped to Akari Island with a large number of his followers, where he founded the great city of Opawangchicheng.
The Opawang has enslaved nearly all of the inhabitants of the isle of Akari, and they obey only the commands of the Opawang and his ochimo servants. He holds the spirit of the island itself, Harooga, prisoner in the Dead Lands.
The Dead Lands are a demiplane now ruled by the Opawang. They are coterminus with the Material Plane at a particular portal in the dungeons beneath the Opawang's temple. While the Dead Lands resemble the Material Plane in physical, alignment, and magical traits, they are minor negative energy dominant, so all living creatures in the Dead Lands take 1d6 negative energy damage per round, unless they are protected from negative energy. Due to the Opawang's dual healing ability, negative dominant planes act upon him like positive dominant planes on all living creatures, and he therefore gains fast healing 2 in the Dead Lands.
Over the course of his long life, the Opawang has read numerous magical tomes. His ability scores include inherent bonuses from reading tomes of leadership and influence (+5), clear thought (+4), understanding (+3) and a manual of bodily health (+3).
The Opawang is 5-1/2 feet tall and weighs 150 pounds.
The Opawang speaks Abyssal, Celestial, Common, Draconic, Infernal, and Shou.
COMBAT
The Opawang is a powerful spellcaster, and uses everything in his arsenal to preserve his long life. He will generally have dominated spirits fight on his behalf, and will call back his ochimo servants if any are close enough to aid him in a given battle. If forced into close combat, he lashes out with his rod of withering until he can disengage.
The Opawang's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Consume Spirit (Su): The Opawang may consume the captured spirits brought to him by the Ochimo spirit warriors. As a full round action, the Opawang may remove all the spirits from a single Ochimo, devouring the spirit completely. For every 100 HD of spirits consumed, the Opawang's life is extended by one year. After a spirit is consumed, the victim is dead and can only be returned to life by a wish or miracle spell or direct divine intervention. If the consumed spirit is returned to life, it no longer extends the Opawang's lifespan.
Dual Healing (Su): Due to unique magical rituals he has performed, the Opawang is healed by both positive energy (for example, cure spells) and negative energy (for example, inflict spells). In addition, he is immune to energy drain attacks.
Elemental Mastery (Ex): The Opawang has studied magic for countless years, and as a result has learned to master all five elemental groups (earth, fire, metal, water, and wood). As a result, whenever the Opawang casts a spell of one of those elements, his effective caster level (for purposes of determining level-dependent spell variables and for caster level checks) is increased by two. In addition, the Opawang gets a +2 competence bonus on saving throws against spells of those elements. This bonus also pertains to spells on the wu jen spell list designated "All".
Enslave Spirits (Su): At will, the Opawang can attempt to enslave any one living creature with the spirit subtype within 60 feet. The target must succeed on a DC 30 Will save or be affected as though by a dominate monster spell (caster level 20th). An enslaved creature obeys the Opawang's telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the Opawang dies or travels more than 5 miles from its slave. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.
Fiery Eyes (Su): The Opawang's eyes glow brightly, illuminating a 5-foot-radius around him in bright light. The Opawang can choose to extinguish this glow or reinstate it at will as a swift action. While his eyes are lit, the Opawang may cause any combustible material, not including creatures, within 60 feet to catch fire as a standard action. However, if a creature is carrying or wearing weapons that catch fire, that creature immediately takes 1d6 points of fire damage and must succeed on a DC 30 Reflex save or catch fire. The save DC is Charisma-based.
Spells: The Opawang casts spells as a 20th-level sorcerer, and can also select cleric spells as arcane spells known.
Typical Sorcerer Spells Known (6/9/8/8/8/8/7/7/7/7, save DC 19 + spell level):
0—arcane mark, cure minor wounds, dancing lights, detect magic, detect poison, flare, mage hand, purify food and drink, read magic;
1st—burning hands, endure elements, magic missile, shield of faith, shocking grasp;
2nd—acid arrow, augury, blindness/deafness, scorching ray, spiritual weapon;
3rd—dispel magic, magic circle against good, nondetection, prayer;
4th—air walk, dismissal, poison, wall of fire;
5th— nightmare, righteous might, slay living, waves of fatigue;
6th—harm, programmed image, wind walk;
7th—banishment, blasphemy, destruction;
8th—discern location, greater planar binding, mass heal, unholy aura
9th—dominate monster, time stop, wish.
Spell Secret: During his studies as a wu jen, the Opawang learned to permanently modifiy the following spells as though affected by one or more metamagic feats: extended shield of faith; extended righteous might; extended air walk; stilled, silent dispel magic; and silent slay living. The level of the affected spells does not change.
Watchful Spirit (Ex): Once per day, the Opawang can reroll an initiative roll he has just made before he knows his place in the initiative order. He takes the better of the two rolls.
The Opawang and Oriental Adventures
If you are using Oriental Adventures, make the following changes:
Feats: Craft Wondrous Item, Empower Spell, Heighten Spell, Jack of All Trades, Maximize Spell (B), Reach Spell, Repeat Spell, Spell Knowledge (greater spirit ally and unholy aura), Spell Penetration
Spells: The Opawang casts spells as a 20th-level sorcerer, but draws his spells known from the shaman and wu jen spell lists. All spells, regardless of source, are cast as arcane spells.
Typical Sorcerer Spells Known (6/9/8/8/8/8/7/7/7/7, save DC 19 + spell level):
0—arcane mark (w), cure minor wounds (s), dancing lights (w), detect disease (s), detect magic (w), flare (w), mage hand (w), purify food and drink (s), read magic (w);
1st—elemental burst (w), endure elements (w), magic missile (w), shield of faith (s), trance (s);
2nd— ancestral vengeance (s), commune with lesser spirit (s), ice knife (w), protection from spirits (s), warning (s);
3rd—castigate (s), dispel magic (s), mental strength (s), mental weakness (s); Alternates: blindness/deafness (s), invisibility to enemies (s), levitate (s), magic circle against good (s),
4th—elemental ward (w), fatigue (s), snake barrier (s), wall of bones (s);
5th— commune with greater spirit (s), fire breath (w), possess (s), slay living (s);
6th—harm (s), programmed image (w), wind walk (s);
7th— giant size (w), unholy word (s), withering palm (w);
8th—discern location (s), greater spirit ally (s), greater spirit binding (w), surelife (w), unholy aura (s);
9th—dominate monster (w), time stop (w), wish (w).
(w) denotes wu jen spell; (s) denotes shaman spell.
Spell Secret: Replace extended righteous might with extended giant size, and extended air walk with extended elemental ward.
Originally appeared in OA3 - Ochimo the Spirit Warrior (1987).
http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-27.html
Opawang
Medium Outsider (Chaotic, Evil, Native)
Hit Dice: 22d8+88 (187 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +8 armor), touch 11, flat-footed 18
Base Attack/Grapple: +22/+21
Attack: Rod of withering +22 melee touch (1d4 Str and 1d4 Con; DC 17 negates)
Full Attack: Rod of withering +22/+17/+12/+7 melee touch (1d4 Str and 1d4 Con; DC 17 negates)
Space/Reach: 5 ft./5 ft.
Special Attacks: Consume spirit, enslave spirits, fiery eyes, spells
Special Qualities: Darkvision 60 ft., dual healing, elemental mastery, ochimo bond, spell secret (6 spells), spell resistance 26, watchful spirit
Saves: Fort +17, Ref +14, Will +16
Abilities: Str 8, Dex 12, Con 18, Int 18, Wis 17, Cha 29
Skills: Concentration +29, Craft (alchemy) +29, Decipher Script +29, Gather Information +38, Knowledge (arcana) +29, Knowledge (history) +29, Knowledge (local) +29, Knowledge (religion) +29, Knowledge (the planes) +29, Spellcraft +33 (+37 scrolls), Survival +3 (+7 on other planes), Use Magic Device +34 (+42 scrolls)
Feats: Craft Wondrous Item, Empower Spell, Heighten Spell, Jack of All Trades, Maximize Spell (B), Reach Spell, Repeat Spell, Spell Knowledge (greater planar binding and unholy aura), Spell Penetration
Environment: Any
Organization: Solitary or clan (Opawang plus 1-4 ochimo)
Challenge Rating: 21
Treasure: Triple standard (includes bracers of armor +8, cloak of Charisma +6, periapt of Wisdom +4, ring of elemental command [air], rod of withering)
Alignment: Chaotic evil
Advancement: —
Level Adjustment: —
This middle-aged human has a waxy, almost translucent complexion. Muscles and bones can be seen beneath his skin, and his eyes glow with an unearthly radiance.
The Opawang, known as "the Dead Spirit King", is neither dead nor a spirit. He is, however, 2,000 years old. Once a high priest of the Black Leopard, he was deafeated while lead his cult's followers against the expansion of the Shou Lung empire. Although his empire was crushed and his temples burned, the Opawang escaped to Akari Island with a large number of his followers, where he founded the great city of Opawangchicheng.
The Opawang has enslaved nearly all of the inhabitants of the isle of Akari, and they obey only the commands of the Opawang and his ochimo servants. He holds the spirit of the island itself, Harooga, prisoner in the Dead Lands.
The Dead Lands are a demiplane now ruled by the Opawang. They are coterminus with the Material Plane at a particular portal in the dungeons beneath the Opawang's temple. While the Dead Lands resemble the Material Plane in physical, alignment, and magical traits, they are minor negative energy dominant, so all living creatures in the Dead Lands take 1d6 negative energy damage per round, unless they are protected from negative energy. Due to the Opawang's dual healing ability, negative dominant planes act upon him like positive dominant planes on all living creatures, and he therefore gains fast healing 2 in the Dead Lands.
Over the course of his long life, the Opawang has read numerous magical tomes. His ability scores include inherent bonuses from reading tomes of leadership and influence (+5), clear thought (+4), understanding (+3) and a manual of bodily health (+3).
The Opawang is 5-1/2 feet tall and weighs 150 pounds.
The Opawang speaks Abyssal, Celestial, Common, Draconic, Infernal, and Shou.
COMBAT
The Opawang is a powerful spellcaster, and uses everything in his arsenal to preserve his long life. He will generally have dominated spirits fight on his behalf, and will call back his ochimo servants if any are close enough to aid him in a given battle. If forced into close combat, he lashes out with his rod of withering until he can disengage.
The Opawang's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Consume Spirit (Su): The Opawang may consume the captured spirits brought to him by the Ochimo spirit warriors. As a full round action, the Opawang may remove all the spirits from a single Ochimo, devouring the spirit completely. For every 100 HD of spirits consumed, the Opawang's life is extended by one year. After a spirit is consumed, the victim is dead and can only be returned to life by a wish or miracle spell or direct divine intervention. If the consumed spirit is returned to life, it no longer extends the Opawang's lifespan.
Dual Healing (Su): Due to unique magical rituals he has performed, the Opawang is healed by both positive energy (for example, cure spells) and negative energy (for example, inflict spells). In addition, he is immune to energy drain attacks.
Elemental Mastery (Ex): The Opawang has studied magic for countless years, and as a result has learned to master all five elemental groups (earth, fire, metal, water, and wood). As a result, whenever the Opawang casts a spell of one of those elements, his effective caster level (for purposes of determining level-dependent spell variables and for caster level checks) is increased by two. In addition, the Opawang gets a +2 competence bonus on saving throws against spells of those elements. This bonus also pertains to spells on the wu jen spell list designated "All".
Enslave Spirits (Su): At will, the Opawang can attempt to enslave any one living creature with the spirit subtype within 60 feet. The target must succeed on a DC 30 Will save or be affected as though by a dominate monster spell (caster level 20th). An enslaved creature obeys the Opawang's telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the Opawang dies or travels more than 5 miles from its slave. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.
Fiery Eyes (Su): The Opawang's eyes glow brightly, illuminating a 5-foot-radius around him in bright light. The Opawang can choose to extinguish this glow or reinstate it at will as a swift action. While his eyes are lit, the Opawang may cause any combustible material, not including creatures, within 60 feet to catch fire as a standard action. However, if a creature is carrying or wearing weapons that catch fire, that creature immediately takes 1d6 points of fire damage and must succeed on a DC 30 Reflex save or catch fire. The save DC is Charisma-based.
Spells: The Opawang casts spells as a 20th-level sorcerer, and can also select cleric spells as arcane spells known.
Typical Sorcerer Spells Known (6/9/8/8/8/8/7/7/7/7, save DC 19 + spell level):
0—arcane mark, cure minor wounds, dancing lights, detect magic, detect poison, flare, mage hand, purify food and drink, read magic;
1st—burning hands, endure elements, magic missile, shield of faith, shocking grasp;
2nd—acid arrow, augury, blindness/deafness, scorching ray, spiritual weapon;
3rd—dispel magic, magic circle against good, nondetection, prayer;
4th—air walk, dismissal, poison, wall of fire;
5th— nightmare, righteous might, slay living, waves of fatigue;
6th—harm, programmed image, wind walk;
7th—banishment, blasphemy, destruction;
8th—discern location, greater planar binding, mass heal, unholy aura
9th—dominate monster, time stop, wish.
Spell Secret: During his studies as a wu jen, the Opawang learned to permanently modifiy the following spells as though affected by one or more metamagic feats: extended shield of faith; extended righteous might; extended air walk; stilled, silent dispel magic; and silent slay living. The level of the affected spells does not change.
Watchful Spirit (Ex): Once per day, the Opawang can reroll an initiative roll he has just made before he knows his place in the initiative order. He takes the better of the two rolls.
The Opawang and Oriental Adventures
If you are using Oriental Adventures, make the following changes:
Feats: Craft Wondrous Item, Empower Spell, Heighten Spell, Jack of All Trades, Maximize Spell (B), Reach Spell, Repeat Spell, Spell Knowledge (greater spirit ally and unholy aura), Spell Penetration
Spells: The Opawang casts spells as a 20th-level sorcerer, but draws his spells known from the shaman and wu jen spell lists. All spells, regardless of source, are cast as arcane spells.
Typical Sorcerer Spells Known (6/9/8/8/8/8/7/7/7/7, save DC 19 + spell level):
0—arcane mark (w), cure minor wounds (s), dancing lights (w), detect disease (s), detect magic (w), flare (w), mage hand (w), purify food and drink (s), read magic (w);
1st—elemental burst (w), endure elements (w), magic missile (w), shield of faith (s), trance (s);
2nd— ancestral vengeance (s), commune with lesser spirit (s), ice knife (w), protection from spirits (s), warning (s);
3rd—castigate (s), dispel magic (s), mental strength (s), mental weakness (s); Alternates: blindness/deafness (s), invisibility to enemies (s), levitate (s), magic circle against good (s),
4th—elemental ward (w), fatigue (s), snake barrier (s), wall of bones (s);
5th— commune with greater spirit (s), fire breath (w), possess (s), slay living (s);
6th—harm (s), programmed image (w), wind walk (s);
7th— giant size (w), unholy word (s), withering palm (w);
8th—discern location (s), greater spirit ally (s), greater spirit binding (w), surelife (w), unholy aura (s);
9th—dominate monster (w), time stop (w), wish (w).
(w) denotes wu jen spell; (s) denotes shaman spell.
Spell Secret: Replace extended righteous might with extended giant size, and extended air walk with extended elemental ward.
Originally appeared in OA3 - Ochimo the Spirit Warrior (1987).
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