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Yamata-No-Orochi

After finishing Nioh recently I was surprised that the Japanese essentially have a Tiamat of their own.  I couldn’t miss the opportunity to convert my Tiamat into Yamata-no-Orochi.


Yamata-No-Orochi is the legendary japanese mystical creature, it’s said to have eight heads and eight tails, the name Orochi is a reference to the ancient reading in Kanji which translates to ‘big snake’. 

YAMATA-NO-OROCHI

Gargantuan fiend (dragon, mythic, oni), lawful evil 

Armor Class 20 (natural armor)
Hit Points 900 (30d20 + 300)
Speed 60 ft., fly 120 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 26 (+8) 26 (+8) 28 (+9)

Saving Throws Strength +19, Dexterity+9, Wisdom +17
Skills Arcana +17, Perception +26, Religion +17
Damage Immunities acid, cold, fire, lightning, necrotic, poison, radiant, thunder; bludgeoning, piercing, and sashing from nonmagical weapons
Condition Immunities blinded, charmed, deafened, frightened, poisoned
Senses darkvision 240 ft., truesight 120 ft., passive Perception 36
Languages Common, Draconic, Infernal
Challenge 30 (155,000 XP)

Discorporation. When Orochi drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Jigoku, and she is unable to take physical form for a time.

Elemental Fury. Whenever Orochi has less than 450 hit points she does an additional two dice of damage on all her elemental attacks, gains an extra legendary action but loses her regeneration trait.

Innate Spellcasting (3/Day). Orochi can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.

Legendary Resistance (5/Day). If Orochi fails a saving throw, she can choose to succeed instead.

Limited Magic Immunity. Unless she wishes to be affected, Orochi is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.

Magic Weapons.Orochi’s weapon attacks are magical.

Multiple Heads.Orochi has eight heads and grant’s the following benefits:

  • While she has more than one head, the she has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent.
  • Orochi does not roll initiative. Her heads have set initiative counts of 35, 30, 25, 20, 15, 10, 5 and 1 (Orochi chooses the order each round). She cannot delay or ready actions. Each head can activate once per round on its initiative count to take an action. Orochi’s legendary actions are shared between all heads and do not refresh at each initiative count. If she looses a head for any reason she looses her highest initiative count first.
  • Whenever Orochi takes 120 or more damage in a single turn, one of her heads dies. If all her heads die, the she discorporates.
  • For each head Orochi has beyond one, she gets an extra reaction that can be used only for opportunity attacks.
  • While the Orochi sleeps, at least one of her heads is awake.

Regeneration. Orochi regains 30 hit points at the start of her turn.

Orochi’s Glory.  All creatures that start their turn within 50 feet of Orochi take 5 acid, cold, fire, lightning, necrotic, poison, radiant, and thunder damage.

 

ACTIONS

Multiattack. Orochi can use her Frightful Majesty.  She then chooses one option from her list of actions.  Some actions are only available depending on which head is active at the time.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target.
Hit: 24 (4d6 + 10) piercing damage.

Head Slam. Melee Weapon Attack: +19 to hit, reach 25 ft., one target.
Hit: 28 (4d8 + 10) bludgeoning damage.

Chromatic Breath (Recharge 6). Orochi’s heads combines her breath weapons to obliterate a target breathing a 90-foot cone of acid, cold, fire, lightning, necrotic, poison, radiant, and thunder. Each creature in that cone must make a DC 27 Dexterity saving throw, taking 45 (10d8) acid, cold, fire, lightning, necrotic, poison, radiant, and thunder damage on a failed save, or half as much damage on a successful one.  Even on a successful save creatures hit by this attack take double damage from Orochi’s Glory until the end of its next round.

Frightful Majesty. Each creature of Orochi’s choice that is within 240 feet of Orochi and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute.  While frightened the creature is stunned. If the creature rolls a 1 on its saving throw when failing it is dominated (as the spell). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Orochi’s Frightful Presence for the next 24 hours but still has a –2 penalty to attack rolls until the end of the next round. 

Black Dragon.  The black dragon head may use one of the following actions on its turn. These options are in addition to Orochi’s standard list of actions.  She may not use her corrosion the same round that she used chromatic breath.

  • Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
    Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) acid damage.
  • Corrosion. Orochi breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. In addition, if the target took any damage from this breath weapon armour worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.  This effects both magical and nonmagical armour.  Only artifacts are immune to this effect.
  • Vitriolic Spray. Orochi’s black dragon head spits a ball of acid at a target within a 120-feet of her.  The target and each adjacent creature (within 5 feet) must make a DC 27 Dexterity saving throw, taking 19 (2d8 + 10) acid damage and is blinded for 1 minute on a failed save, or takes half as much damage and not blinded on a successful one.  The blinded creature may spend an action to remove the stinging goop from its eyes.

Blue Dragon.  The blue dragon head may use one of the following actions on its turn. These options are in addition to Orochi‘s standard list of actions.  She may not use her discharge the same round that she used chromatic breath.

  • Gore. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
    Hit: 32 (4d10 + 10) piercing damage plus 14 (4d6) lightning damage.  The target is pushed back 15 feet and knocked prone. Orochi determines the exact direction of this movement.
  • Discharge. Orochi expels lightning from her body in all directions in a 60-foot sphere. Each creature in that sphere must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.  Any target that failed its saving throw has one of its energy immunities or resistances reduced by 1 step – immunity becoming resistance, resistance is cancelled.  Any creature that has neither immunity or resistance becomes vulnerable to an energy type of Orochi‘s choice – acid, cold, fire, lightning, necrotic, poison, radiant, or thunder damage.  This effect lasts for 1 minute and the target may make a DC 27 Constitution saving throw to end the effect at the start of its turn.

Green Dragon.  The green dragon head may use one of the following actions on its turn. These options are in addition to Orochi’s standard list of actions.  She may not use cloying malignancy in the same round that she used chromatic breath.

  • Dominating Gaze. Orochi uses dominate monster on the target with a Wisdom DC of 25.
  • Cloying Malignancy. Orochi breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.  A target that is damaged by this attack is slowed (as the spell) for 1 minute.  A creature may end this effect on itself by making a DC 25 Wisdom saving throw at the start of its turn.

Red Dragon.  The red dragon head may use one of the following actions on its turn. These options are in addition to Orochi’s standard list of actions.  She may not use flamethrower the same round that she used chromatic breath.

  • Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
    Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) fire damage.  The target also loses 1d6 HD.
  • Flamethrower.Orochi breathes fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

White Dragon.  The white dragon head may use one of the following actions on its turn. These options are in addition to Orochi’s standard list of actions.  She may not use subzero the same round that she used chromatic breath.

  • Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
    Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) cold damage.
  • Subzero.Orochi breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.  A target that is damaged by this attack has disadvantage on attack rolls until the end of the next round.

Purple Dragon.  The purple dragon head may use one of the following actions on its turn. These options are in addition to Orochi’s standard list of actions.  She may not use subzero the same round that she used chromatic breath.

  • Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
    Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) necrotic damage.
  • Necrotic Ice. Orochi breathes an icy necrotic blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) necrotic damage on a failed save, or half as much damage on a successful one.  A target that is damaged by this attack has disadvantage on attack rolls until the end of the next round.

Yellow Dragon.  The yellow dragon head may use one of the following actions on its turn. These options are in addition to Orochi’s standard list of actions.  She may not use subzero the same round that she used chromatic breath.

  • Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
    Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) radiant damage.
  • Laser Sweep. Orochi breathes a radiant line of energy in a 90-foot line that is 5 feet wide. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) radiant damage on a failed save, or half as much damage on a successful one.  A target that is damaged by this attack has disadvantage on attack rolls until the end of the next round.

Skyblue Dragon.  The sky-blue dragon head may use one of the following actions on its turn. These options are in addition to Orochi’s standard list of actions.  She may not use subzero the same round that she used chromatic breath.

  • Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
    Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) thunder damage.
  • Destructive Wail. Orochi strikes the ground with her head, creating a burst of divine energy that ripples outward from her. Each creature she chooses within 30 feet of of her must succeed on a DC 27 Constitution saving throw or take 35 (10d6) thunder damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

 

REACTIONS

Bloodied Breath. When first reduced to half her hit points Orochi’s chromatic breath recharges, and she uses it immediately as a reaction.

 

LEGENDARY ACTIONS

Orochi has 1 legendary action for each enemy she faces in combat (minimum of 3), choosing from her normal Actions.  However, if she uses one of her Actions as a Legendary Action they are not available to her until the start of her next round.

 

LAIR ACTIONS

On initiative count 20 (losing initiative ties), Orochi takes a random lair action to cause one of the following effects:

  1. Magma erupts from a point on the ground Orochi can see within 120 feet of her, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  2. A tremor shakes the lair in a 60-foot radius around Orochi. Each creature other than her on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  3. Volcanic gases form a cloud in a 20-foot-radius sphere centred on a point Orochi can see within 120 feet of her. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
  4. Freezing fog fills a 20-foot-radius sphere centred on a point Orochi can see within 120 feet of her. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until Orochi uses this lair action again or until she dies.
  5. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that Orochi can see within 120 feet of her. Orochi makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  6. Orochi creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
  7. A cloud of swarming insects fills a 20-foot-radius sphere centred on a point Orochi chooses within 120 feet of it. The cloud spreads around corners and remains until the Orochi dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  8. Magical darkness spreads from a point Orochi chooses within 60 feet of her, filling a 15-foot-radius sphere until Orochi dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
  9. A cloud of sand swirls about in a 20-foot-radius sphere centred on a point Orochi can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  10. Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that Orochi can see. They must be within 120 feet of Orochi and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
  11. Grasping roots and vines erupt in a 20-foot radius centred on a point on the ground that Orochi can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when Orochi uses this lair action again or when Orochi dies.
  12. Magical fog billows around one creature Orochi can see within 120 feet of her. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by Orochi until initiative count 20 on the next round.

 


Banner Credits: “Orochi” by LeoKatana.

Posted in 5e, Dungeons & Dragons, Monstrous Compendium, Oriental Adventures

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