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<blockquote data-quote="Echohawk" data-source="post: 4361517" data-attributes="member: 9849"><p><strong><u>Ochimo</u></strong></p><p>(Spirit Warriors)</p><p></p><p>Frequency: Total of 4</p><p>No. Appearing: 1</p><p>Armor Class: 1</p><p>Move: 12"/24"</p><p>Hit Dice: 10</p><p>% In Lair: 0%</p><p>Treasure Type: None</p><p>No. of Attacks: 2</p><p>Damage/Attack: 1d10/1d10</p><p>Special Attacks: See below</p><p>Special Defenses: See below</p><p>Magic Resistance: 10% + special</p><p>Intelligence: Very</p><p>Alignment: Chaotic Evil</p><p>Size: M</p><p>Psionic Ability: None</p><p>Level/XP Value: 4,200 + 14/hp</p><p></p><p>The Ochimo are the quasi-spirit creations of the Opawang, the Dead Spirit King, and act as his messengers, servants, and warriors. Each appears identical to his brethren-a masked samurai warrior in full regalia.</p><p>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). The range of this form of gaze attack is 3" . Any character who meets the gaze of an Ochimo must roll a successful saving throw vs. death magic or have his spirit sucked into the Ochimo.</p><p>The visible effects of spirit capture depend upon the type of Ochimo encountered:</p><p>The Earth Ochimo seems to convert its target into fine sand, which is then drained into the Ochimo's eyes.</p><p>The Water Ochimo converts its target into a human-shaped vessel of water, which is then sucked through the eyeholes of the mask.</p><p>The Air Ochimo blows a blast of air from the mouth of its mask. This reduces the target to fine dust, which it inhales.</p><p>The Fire Ochimo fires beams of flame from the eyehole of its mask, converting the target to a fine ash that is blown away. In all cases, the Ochimo has captured the spirit of the target. The Ochimo retains the spirit until it returns to Opawangchicheng, where it turns the spirit over to the Opawang. If the Ochimo is slain, all captive spirits are returned to their original forms unharmed.</p><p></p><p>An Ochimo may hold no more than 10 Hit Dice of spirits (for ninja and multiclassed individuals, use an average of the two levels). It may not absorb more than this without returning to its master. (An Ochimo that has absorbed 5 HD of creatures may not absorb the spirit of a 6th-level character without first dispensing of the levels within it. It may, however, absorb the spirit of a 5th-level character.) The following table lists the chance to meet an Ochimo's gaze in certain situations. The chance in other cases must be decided by the DM using this list as a guideline.</p><p></p><p>Situation Meet | Gaze?</p><p>Psychic Duel | Automatic</p><p>Completely Surprised | Automatic</p><p>Surprised by Ochimo | 8 in 10</p><p>Viewing Ochimo | 6 in 10</p><p>Attacking Normally | 4 in 10</p><p>Avoiding Gaze | 2 in 10</p><p>Attacking from Behind | 1 in 10</p><p></p><p>The Ochimo have been ensorcelled by the Opawang to attack until they have captured at least 8 HD of spirits. Until that time the Ochimo fight without fear. While the Ochimo prefer to capture spirits, they slay those they cannot capture.</p><p>The four Ochimo are identical in appearance, save for the magical items they carry and a colored disk on each mask's forehead. The color of the disk identifies the elemental type of the Ochimo. The Earth Ochimo has a red disc, the Fire Ochimo yellow, the Water Ochimo green, and the Air Ochimo blue. The elemental type of Ochimo affects its vulnerabilities and the visible effects of its spirit capture. Each Ochimo makes saving throws against elemental attacks with a +2 bonus to the die, except for attacks of its type. Attacks by a similar elemental force are saved at a -2 penalty, and the Ochimo suffers +2 to each die of damage. An Ochimo is affected by elemental turning against its type, but not by spells that affect spirits. An elemental burst heals 1d10 points of damage to an Ochimo.</p><p>The tie between the Ochimo and the Opawang is very strong. The first 15 points of damage each day to an Ochimo inflicts no damage (weapons and magical damage have no visible effects). This damage is passed on to the Opawang, who heals at sunrise. (If all four Ochimo suffer damage in a single day, the Opawang takes 60 points of damage, which is healed at the next sunrise). If an Ochimo is slain, any spirits captured by the Ochimo and not yet presented to the Opawang are restored to their original state. The armor of the ghostly samurai falls to the ground with its weapons. The spirit of the Ochimo can be seen briefly as a black tiger-shaped form as it flees this plane.</p><p>The Earth Ochimo possesses the ebon hunt, a set of six magical figurines that, once cast on the ground, become a jet-black stallion (medium war horse) and five black leopards, all of maximum hit dice, and capable of moving 18" per round. If slain, the figures become broken and nonmagical. If the bearer is slain, the creatures return to their original magical state. The ebon hunt maybe cast once per night. The Fire Ochimo wears a ring of spells, a form of the ring of spell storing. This ring will only hold seven levels of spells at any one time. It is currently filled with one magic missile spell placed there by the Opawang (nine missiles for 1d4+1 points of damage each) and a wither spell.</p><p>The Water Ochimo wears a talisman of the restless dead. This device looks like a small birds-foot charm on a leather thong. It forces spirits to animate the bones of any long-dead humans and humanoids that are available (these are similar to western skeletons, and may be turned, though they are also affected by spells that deal with spirits). Up to 20 such skeletons may be animated in a single day.</p><p>The Air Ochimo wields the blades of excellent damage. These blades are a katana and wakizashi that are +2 to hit, are unbreakable, and always inflict maximum damage. These blades were used by the Black Leopard Priest's best warrior in the battle against the Shou Lung, but their origin predates that time. They radiate a strong sense of evil, and those of good alignment feel a need to destroy the blades and their wielder.</p><p>These items are found among the armor of the Ochimo if these creatures are slain. The armor of an Ochimo is always of armor of quality. Their katana and wakizashi are always unbreakable. These weapons are also nonaligned, save for those carried by the Air Ochimo.</p></blockquote><p></p>
[QUOTE="Echohawk, post: 4361517, member: 9849"] [b][u]Ochimo[/u][/b] (Spirit Warriors) Frequency: Total of 4 No. Appearing: 1 Armor Class: 1 Move: 12"/24" Hit Dice: 10 % In Lair: 0% Treasure Type: None No. of Attacks: 2 Damage/Attack: 1d10/1d10 Special Attacks: See below Special Defenses: See below Magic Resistance: 10% + special Intelligence: Very Alignment: Chaotic Evil Size: M Psionic Ability: None Level/XP Value: 4,200 + 14/hp The Ochimo are the quasi-spirit creations of the Opawang, the Dead Spirit King, and act as his messengers, servants, and warriors. Each appears identical to his brethren-a masked samurai warrior in full regalia. 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). The range of this form of gaze attack is 3" . Any character who meets the gaze of an Ochimo must roll a successful saving throw vs. death magic or have his spirit sucked into the Ochimo. The visible effects of spirit capture depend upon the type of Ochimo encountered: The Earth Ochimo seems to convert its target into fine sand, which is then drained into the Ochimo's eyes. The Water Ochimo converts its target into a human-shaped vessel of water, which is then sucked through the eyeholes of the mask. The Air Ochimo blows a blast of air from the mouth of its mask. This reduces the target to fine dust, which it inhales. The Fire Ochimo fires beams of flame from the eyehole of its mask, converting the target to a fine ash that is blown away. In all cases, the Ochimo has captured the spirit of the target. The Ochimo retains the spirit until it returns to Opawangchicheng, where it turns the spirit over to the Opawang. If the Ochimo is slain, all captive spirits are returned to their original forms unharmed. An Ochimo may hold no more than 10 Hit Dice of spirits (for ninja and multiclassed individuals, use an average of the two levels). It may not absorb more than this without returning to its master. (An Ochimo that has absorbed 5 HD of creatures may not absorb the spirit of a 6th-level character without first dispensing of the levels within it. It may, however, absorb the spirit of a 5th-level character.) The following table lists the chance to meet an Ochimo's gaze in certain situations. The chance in other cases must be decided by the DM using this list as a guideline. Situation Meet | Gaze? Psychic Duel | Automatic Completely Surprised | Automatic Surprised by Ochimo | 8 in 10 Viewing Ochimo | 6 in 10 Attacking Normally | 4 in 10 Avoiding Gaze | 2 in 10 Attacking from Behind | 1 in 10 The Ochimo have been ensorcelled by the Opawang to attack until they have captured at least 8 HD of spirits. Until that time the Ochimo fight without fear. While the Ochimo prefer to capture spirits, they slay those they cannot capture. The four Ochimo are identical in appearance, save for the magical items they carry and a colored disk on each mask's forehead. The color of the disk identifies the elemental type of the Ochimo. The Earth Ochimo has a red disc, the Fire Ochimo yellow, the Water Ochimo green, and the Air Ochimo blue. The elemental type of Ochimo affects its vulnerabilities and the visible effects of its spirit capture. Each Ochimo makes saving throws against elemental attacks with a +2 bonus to the die, except for attacks of its type. Attacks by a similar elemental force are saved at a -2 penalty, and the Ochimo suffers +2 to each die of damage. An Ochimo is affected by elemental turning against its type, but not by spells that affect spirits. An elemental burst heals 1d10 points of damage to an Ochimo. The tie between the Ochimo and the Opawang is very strong. The first 15 points of damage each day to an Ochimo inflicts no damage (weapons and magical damage have no visible effects). This damage is passed on to the Opawang, who heals at sunrise. (If all four Ochimo suffer damage in a single day, the Opawang takes 60 points of damage, which is healed at the next sunrise). If an Ochimo is slain, any spirits captured by the Ochimo and not yet presented to the Opawang are restored to their original state. The armor of the ghostly samurai falls to the ground with its weapons. The spirit of the Ochimo can be seen briefly as a black tiger-shaped form as it flees this plane. The Earth Ochimo possesses the ebon hunt, a set of six magical figurines that, once cast on the ground, become a jet-black stallion (medium war horse) and five black leopards, all of maximum hit dice, and capable of moving 18" per round. If slain, the figures become broken and nonmagical. If the bearer is slain, the creatures return to their original magical state. The ebon hunt maybe cast once per night. The Fire Ochimo wears a ring of spells, a form of the ring of spell storing. This ring will only hold seven levels of spells at any one time. It is currently filled with one magic missile spell placed there by the Opawang (nine missiles for 1d4+1 points of damage each) and a wither spell. The Water Ochimo wears a talisman of the restless dead. This device looks like a small birds-foot charm on a leather thong. It forces spirits to animate the bones of any long-dead humans and humanoids that are available (these are similar to western skeletons, and may be turned, though they are also affected by spells that deal with spirits). Up to 20 such skeletons may be animated in a single day. The Air Ochimo wields the blades of excellent damage. These blades are a katana and wakizashi that are +2 to hit, are unbreakable, and always inflict maximum damage. These blades were used by the Black Leopard Priest's best warrior in the battle against the Shou Lung, but their origin predates that time. They radiate a strong sense of evil, and those of good alignment feel a need to destroy the blades and their wielder. These items are found among the armor of the Ochimo if these creatures are slain. The armor of an Ochimo is always of armor of quality. Their katana and wakizashi are always unbreakable. These weapons are also nonaligned, save for those carried by the Air Ochimo. [/QUOTE]
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