ELECTRIC KISS

I am currently running an Oriental Adventures (OA) campaign called The Divine Heir and the Jade Regent loosely based around the Pathfinder Adventure Path the Jade Regent with strong influences from Sekiro.  The first adventure is called The Ashina Legacy and is essentially the The Brinewall Legacy set in and completely converted to an OA setting.

I had to rewrite the adventure intro and re-theme the monsters but it worked well.  Here is the flowchart of the adventure (and campaign).

Here is another random encounter.  I never used this one just because of pacing issues.  Though I still may chuck it in later.

Leaning into the Japanese mythology – even if it is modern mythology.

ELECTRIC KISS

There is rustling in the bush near you right before a thunderbolt flashes across the road.

Each character should make a DC 10 Dexterity saving throw. If they fail, they are hit by raichu’s electricity attack. Raichu is in a foul mood and attacks the party until he is bloodied and then disappears into the bushes. Add a raiju if it seems too easy for the PCs.

RAICHU
Medium beast, unaligned
Armor Class 12
Hit Points 45 (7d8 + 14)
Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 4 (-3) 12 (+1) 10 (+0)

Skills Perception+3, Stealth+6
Damage Resistances lightning
Senses passive Perception 13
Languages Understands common but does not speak except to say its name – which it does so repeatedly
Challenge2 (450 XP)

Keen Smell. The raichu has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the raichu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knockedprone. If the target is prone, the raichu can make one bite attack against it as a bonus action.

Reactive Pack Tactics. When there is another pika, pikachu or raichu within line of sight both creatures gain advantage on their initiative and attack rolls and do double their lightening damage.

ACTIONS
Multiattack. The raichu makes two attacks: one with its bite and one with its claw.

Bite. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) piercing damage and 4 lightning damage.

Claw. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.

Lightning Streak (1/Day). The raichu’s physical form momentarily shifts into pure elemental energy as it bursts forward with immense speed, moving 80 feet in a straight line. Each creature in the raichu’s path must succeed a DC 12 Dexterity saving throw or take 11 (3d6) lightning damage and be knocked prone. It screeches its name as it uses this action.

REACTION
Run Away! Raichu’s are cankerous but ultimately, it’s a smart animal. When it is bloodied its lightning streak recharges and it uses it to get away.

 


PIKACHU
Small beast, unaligned
Armor Class 13
Hit Points 32 (5d6 + 15)
Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 16 (+3) 4 (-3) 14 (+2) 10 (+0)

Skills Perception+4, Stealth+7
Damage Resistances lightning
Senses passive Perception 14
Languages Understands common but does not speak except to say its name – which it does so repeatedly
Challenge 1 (200 XP)

Keen Smell. The pikachu has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the pikachu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the pikachu can make one bite attack against it as a bonus action.

Reactive Pack Tactics. When there is another pika, pikachu or raichu within line of sight both creatures gain advantage on their initiative and attack rolls and do double their lightening damage.

ACTIONS
Bite. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage and 4 lightning damage.

Claw. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage.

Thunder Shock (Recharge 5-6). The pikachu’s body releases an electrical field around itself out to a 10 feet sphere. All creatures not resistant or immune to lightning take 11 (3d6) lightning damage. It angrily yells its name as it uses this action.

REACTION
Fade Away. Pikachu’s are generally friendly to humans but ultimately, it’s just a smart animal. When it is bloodied it takes the Disengage action and then uses Hide at the end of its movement.

 


RAIJU
Large elemental, chaotic neutral
Armor Class 15 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft., fly 60 ft.
STR                   DEX                  CON                  INT                   WIS                  CHA

9 (-1)                 21 (+5)              17 (+3)              4 (-3)                 10 (+0)              7 (-2)
Saving Throws CON +6
Skills Perception+4, Stealth+7
Damage Resistances lightning
Senses darkvision 60 ft; passive Perception 10
Languages Understands common but does not speak except to say its name – which it does so repeatedly
Challenge 5 (1,800 XP)

Keen Smell. The raiju has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the raiju moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knockedprone. If the target is prone, the raiju can make one bite attack against it as a bonus action.

Reactive Pack Tactics.When there is another creature of its kind within line of sight both creatures gain advantage on their initiative and attack rolls and do double their lightening damage.

Incorporeal Movement (Electric Body). The raiju can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

ACTIONS
Claws. Melee Weapon Attack:+8 to hit, reach 5 ft., one target.
Hit: 27 (5d8 + 5) piercing damage and 6 lightning damage.

Tail Slap. Melee Weapon Attack:+8 to hit, reach 5 ft., one target.
Hit: 32 (6d8 + 5) bludgeoning damage and 6 lightning damage.

Call Lightning (1/Day). A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centred on the raiju directly above it that lasts 10 minutes and moves with it. The raiju may choose a point it can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a DC 15 Dexterity saving throw. A creature takes 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. On each of the raiju’s turns until the effect ends, it can use its action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when the raiju uses this ability, the action gives the raiju control over the existing storm instead of creating a new one. Under such conditions, the storm’s damage increases by 5 (1d10).

Control Weather (1/Day). The raiju takes control of the weather within 5 miles of it for 8 hours. It must be outdoors to use this ability. Moving to a place where it doesnt have a clear path to the sky ends the effect early. The raiju changes the current weather conditions to a thunderstorm. It takes 1d4 × 10 minutes for the new conditions to take effect. After 8 hours, the weather gradually returns to normal.

Change Shape. On the Material Plane, a raiju typically assumes the form of a badger, cat, giant rat, monkey, weasel, wolf, or a very large yellow hare to blend in with native wildlife. Even in these forms, however, it typically has pale coloration and lightning-like patterns.

REACTION
Electric Body. As a reaction to being hit or the first time it is bloodied, a raiju can transform itself into a ball of living lightning. While in this form, the raiju gains the incorporeal movement trait. It also only takes half damage from corporeal sources if they are magical (it takes no damage from non-magical weapons and objects). Additionally, it sparks with electricity while it is in this form. Any creature that attacks the raiju within 5 feet of it or who’s square the raiju passes through during its movement must succeed at a DC 15 Dexterity saving throw or take 7 (2d6) points of lightning damage. In normal weather, a raiju can remain in this form for 1 minute, though it can remain in this form for as long as it pleases during a thunderstorm.

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