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Echohawk

Shirokinukatsukami fan
Opawang
(Dead Spirit King)
Frequency: Unique
No. Appearing: 1
Armor Class: 0
Move: 12"/18"
Hit Dice: 18 (100 hit points)
% in Lair: 100%
Treasure Type: Unique
No. of Attacks: 2
Damage/Attack: 2d6/2d6
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 20%
Intelligence: Genius
Alignment: Chaotic Evil
Size: M
Psionic Ability: None
Level/XP Value: 16,250

The Opawang is neither dead nor a spirit. He is a 2,000-year-old man with great magical power. The Opawang was once the Black Leopard Priest and led his cult's followers against the expansion of the Shou Lung empire. The empire crushed his army and burned his temples, but the Black Leopard Priest escaped to Akari Island with a large number of his followers. There they built his city in the center of this rich land.
The Opawang appears to be a normal man of middle years with a waxy, almost translucent complexion. Muscles and bones can be seen beneath the skin in bright light, and the Opawang's eyes glow with an unearthly radiance when he is angry (similar to the wu jen fiery eyes spell--and with the same effect).
The Opawang wields a number of inherent spell-like abilities he has developed over the years. Some are shukenja spells he used in early life, while others are wu jen spells he has discovered and modified for his personal use. The Opawang's spell use is as that of a 18th-level shukenja.

Spells:
Level 1 2 3 4 5 6 7
#/Day 7 6 5 4 3 3 1

The Opawang chooses his spells from the following list:
1st Level: deflection, elemental burst (as wu jen), magic missile (as wu jen), snake charm, trance, water protection (as wu jen)
2d Level: aid, commune with lesser spirit, dream sight, ice knife (as wu jen), protection from spirits, vocalize (as wu jen), warning, wizard lock (as wu jen)
3d Level: castigate, cause blindness (reversed cure blindness), dispel magic, dream vision, fire rain (as wu jen), improved phantasmal force (as wu jen), nightmare (reversed dream vision), levitate
4th Level: elemental turning (as wu jen), fatigue (reversed endurance), poison (reversed neutralize poison), protection from good (10-foot radius), quell, snake barrier, transfix (as wu jen), vengeance (as wu jen), wall of bones (as wu jen)
5th Level: air walk, commune with greater spirit, conjure elemental (as wu jen), mental strength, mental weakness (reverse mental strength), possess, slay living (reversed raise dead)
6th Level: force shapechange, harm (reverse heal), immunity to weapons, invisibility to enemies, programmed illusion (as wu jen), whither (reversed quickgrowth), smite
7th Level: compel, giant size (as wu jen), unholy word (reversed holy word), destruction (reversed resurrection), wind walk

The Opawang does not need to study a spell book to cast these spells. He may cast them at will, but is limited to the maximum number of each level he can cast in a day.
The Opawang also has absolute control over the spirits, greater and lesser on the island of Akari. He holds the spirit of the island itself, Harooga, prisoner in his Dead Land domain. All spirits on the island of Akari are uncooperative to those other than the Opawang and his Ochimo (who are referred to as a single being). This is by command of the Opawang.
The Opawang extends some of his abilities to his Ochimo servants, such that they may pass on to him the first 15 points of damage inflicted upon them in battle. This damage to the Opawang lasts until dawn of the following day, when it is healed in full with the first rays of sunrise. (Thus if an Ochimo is slain the day before the Opawang is encountered, the Opawang is healed by the time the PCs find him, but if the Ochimo is slain on the day the Opawang is encountered, the Opawang's hit points are reduced by 15.)
Finally, the Opawang has created a portal beneath his temple that enables passage to the Dead Lands, where his power is increased. Upon entering this domain, all damage to him is healed and all spell use is restored to him. All invaders in his domain lose 1 hit point per round, which is added to his own hit points.
 

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Echohawk

Shirokinukatsukami fan
Always happy to help. Sorry that one took a little longer than usual. (For which the site outage is only very slightly to blame ;))
 

freyar

Extradimensional Explorer
Echohawk, is there anything more about the Opawang in the original adventure (?) he appears in? Like what he does with the spirits that the Ochimo bring to him?
 

Echohawk

Shirokinukatsukami fan
Yes. From the description of the Ochimo: "Each Ochimo has the power of spirit capture. It may suck the life force of a spirit or physical entity into its body. The spirit is saved for later use by the Opawang (who prolongs his life by consuming these spirits)."

Does that help?
 


Shade

Monster Junkie
A few more requests, when you get the time...

From Guide to Hell:
Mezzikim

From Throne of Bloodstone (H4):
Dire Whiner - Outsider

From Waterdeep (FRE3):
Denizen - Outsider

From Supplement IV: Gods, Demigods, Heroes:
Naga, Master - Aberration
Yakshas (Weaker Demons of India) - Outsider
Black Snakes - Magical Beast
Brylukas - Monstrous Humanoid
Octopus Demon - Aberration
Yag-Kosha - Monstrous Humanoid
Fighting Tigers of Tang - Animal
Delmains - Outsider
Shen Shu - Outsider
 

Echohawk

Shirokinukatsukami fan
From Supplement IV: Gods, Demigods, Heroes:

(Note: There isn't very much to work with for many of these...)

NAGA
Armor Class -- 5
Move: 15"
Hit Point: 36
Magic Ability: (See Below)
Fighter Ability: 6th Level
Psionic Ability: Class 6

Naga are of 3 different types: the guardian Naga is a creature found in temples about 20" long and spits poison, bites, or constricts; Water Naga live deep below the surface of lakes and streams and use spells as a Thaumaturgist; the master Naga has 7 cowled heads and can use cleric and wizard spells as a 10th level magic user or cleric. This last snake can regenerate 5 points per melee round and wears all of its treasure in its cowl in the form of giant gems with the older the snake the more valuable the gems.

YAKSHAS "WEAKER DEMONS OF INDIA"
Armor Class -- 2
Move: 9/24
Hit Points: 50
Magic Ability: (See Below)
Fighter Ability: As Stone Giant
Psionic Ability: Class 6

Similar to the Rakshasas but much weaker in power having the abilities of efreets and djinns as per D&D.

Black Snake:
Armor Class: 4
Move: 12"
Hit Points: 75
Magical Spell Ability: None
Fighter Ability: As 9+ Level Monster

This snake's venom is very poisonous (-4 an respective saving throws) and this creature can shoot its spittle up to 30 distance. Lemmikainen encountered this beast and found it highly magic resistant, so treat this black serpent as a Balrog in this respect. This monster will be found guarding difficult terrain features such as a charm with only one way over it, etc.

BRYLUKAS
Armor Class -- 1
Move: 12/18
Hit Points: 50
Magic Ability: None
Fighter Ability: 10th Level

Described as creatures neither man nor beast nor demon, but a little of all three: having near human intelligence. bestial cravings for human blood, and supernatural powers of endurance. These creatures appear as gargoyles, but that's where the resemblance ends. They have the strength of a hill giant with the intelligence to attack the strongest member of any party first. A strong light as in a light spell or pyrotechnics will cause the Brylukar to go blind for 1-4 turns and in this condition they will always retreat.

OCTOPUS DEMON
Armor Class -- 1
Move: 8"
Hit Points: 45
Magic Ability: None
Fighter Ability: 10th Level

Land creature with short stubby tentacles standing about 4 feet tall with its body appearing to be a mass of jelly having a fanged head in the center. Its tentacle hit for 3 dice (six sided) of damage, it has 8 of them.

YAG-KOSHA
Armor Class -- 2
Move: 9/18
Hit Points: 100
Magic Ability: 30th Level
Fighter Ability: 8th Level

Creature with the body of a man, the head of a small elephant, and the wings of a gargoyle. It is green in color and has the power of a 30th level wizard.

FIGHTING TIGERS OF TANG
Armor Class -- 4
Move: 19"
Hit Points
Fighter Ability: As Tigers
Psionic Ability: Class 6

These are 10 feet tall tigers able to bite for 4 (8-sided) dice of damage and claw for 3 (8-sided). They always appear beside the Pan Tang warriors,
one to a mount.

(Note: Yes, the hit points are blank on the original.)

DELMAINS
Armor Class -- 2
Move: 12"
Hit Points: 4-25 dice
Magic Ability: None
Fighter Ability: 10th Level
Psionic Ability: Class 6

A savage race of fighters from another dimension, these beings have a golden skin that appears to be carved out of rock. They are humanoid in shape and have square eyes. They fight in golden armor and use broadswords. When called by the proper spell they appear in numbers of 10-1000 and will stay after they have fought and settle the area they have taken.

SHEN SHU: powerful spirits that guard portals the most powerful of which are called Yu and Lei.

Armor Class -- 2
Move: 10"
Hit Points: 100
Magic Ability: (See Below)
Fighting Ability: 10th Level
Psionic Ability: Class 6

This spirit seems to be a man until he starts to fight. It stands by a portal summoned by a very powerful wizard or God in ethereal form and when beings of the wrong type try to enter it moves to stop them. It fights in plus 2 armor and shield and uses a halberd.
 

freyar

Extradimensional Explorer
I've done the denizens from FRE3 and have even almost done a "new" one. Whenever you want to do them, I can post those conversions for our use. They could probably be ironed out a bit anyway. ;)
 

Shade

Monster Junkie
Great! It looks like many of the creatures from Supplement IV are from classic fantasy novels like Conan and Elric.
 

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