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<blockquote data-quote="Echohawk" data-source="post: 4876633" data-attributes="member: 9849"><p><strong>Opawang</strong></p><p>(Dead Spirit King)</p><p>Frequency: Unique</p><p>No. Appearing: 1</p><p>Armor Class: 0</p><p>Move: 12"/18"</p><p>Hit Dice: 18 (100 hit points)</p><p>% in Lair: 100%</p><p>Treasure Type: Unique</p><p>No. of Attacks: 2</p><p>Damage/Attack: 2d6/2d6</p><p>Special Attacks: See below</p><p>Special Defenses: See below</p><p>Magic Resistance: 20%</p><p>Intelligence: Genius</p><p>Alignment: Chaotic Evil</p><p>Size: M</p><p>Psionic Ability: None</p><p>Level/XP Value: 16,250</p><p></p><p>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.</p><p>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 <em>fiery eyes</em> spell--and with the same effect).</p><p>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.</p><p></p><p><strong>Spells:</strong></p><p>Level 1 2 3 4 5 6 7</p><p>#/Day 7 6 5 4 3 3 1</p><p></p><p>The Opawang chooses his spells from the following list:</p><p>1st Level: deflection, elemental burst (as wu jen), magic missile (as wu jen), snake charm, trance, water protection (as wu jen)</p><p>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)</p><p>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</p><p>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)</p><p>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)</p><p>6th Level: force shapechange, harm (reverse heal), immunity to weapons, invisibility to enemies, programmed illusion (as wu jen), whither (reversed quickgrowth), smite</p><p>7th Level: compel, giant size (as wu jen), unholy word (reversed holy word), destruction (reversed resurrection), wind walk</p><p></p><p>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.</p><p>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.</p><p>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.)</p><p>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.</p></blockquote><p></p>
[QUOTE="Echohawk, post: 4876633, member: 9849"] [b]Opawang[/b] (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 [i]fiery eyes[/i] 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. [b]Spells:[/b] 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. [/QUOTE]
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