Gargantuan Dragon (Titan), Typically Neutral Evil
Armor Class 21 Natural Armor
Hit Points 762 (35d20 + 100)
Speed 80 ft., swim 50 ft., burrow 30 ft. This is only used by Orochi to send individual heads to challenge its enemies typically or to keep hidden as it moves around the world.
STR
30 (+10)
DEX
7 (-2)
CON
30 (+10)
INT
13 (+1)
WIS
22 (+6)
CHA
24 (+7)
Saving Throws STR +19, CON +19, CHA +16
Skills Athletics +19, Perception +15
Damage Resistances Acid, Cold, Force, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Exhaustion, Petrified, Restrained
Senses Darkvision 60 ft, Tremorsense 60 ft, Passive Perception 25
Languages Common , Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. Yamata-no-Orochi can breathe air and water.
Independent Minds. Yamata-no-Orochi has eight heads. If Yamata-no-Orochi fails a saving throw against an effect that would cause it to be charmed or frightened, only one of its heads isaffected. These heads also count as separate creatures  for the purposes of spells such as hold monster which would normally affect Yamata-no-Orochi as a single creature. Each head has roughly 95 hp. Each head can regrow in 1d4 days if a single head remains.
Legendary Resistance (3/Day). If Yamata-no-Orochi fails a saving throw, it can choose to succeed instead.
Massive Size. Yamata-no-Orochi occupies a space of 60 feet by 60 feet instead of the space a Gargantuan creature would normally occupy.
Sake Addict. If there is an open container containing at least 1 gallon of sake within 120 feet of Yamata-no-Orochi, it must make a DC 15 Wisdom saving throw or one of its heads at random
begins to drink the sake. This lasts for 1d4 turns and during this time, that head cannot use its Breath Weapon or make a bite attack during this time

Spellcasting. The [Yamata-no-Orochi] is a 20-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 24, +3 to hit with spell attacks). The [Yamata-no-Orochi] has following [class name] spells prepared:

Cantrips (at will): [earthquake], [tsunami]

Orochi can innately cast the above spells, requiring no material components:

Actions

Multiattack. Yamata-no-Orochi makes eight bite attacks or uses its Breath Weapons ability twice.

Breath Weapons (Recharge 5–6). Each of Yamata-no-Orochi’s heads produces a different breath weapon. Each breath weapon requires a DC 23 Dexterity saving throw to avoid any damage done by the breath weapon as well as any secondary effects. The type of heads and breath weapon they correspond to are:

          Aquamarine band: Yamata-no-Orochi breathes a gout of water in a 100-foot line dealing  104 (16d12) bludgeoning damage.

          Black band: Yamata-no-Orochi spews acid in a 100-foot line dealing 104 (16d12) acid damage.

          Green band: Yamata-no-Orochi breathes a miasma of poison breath in a 60-foot cone dealing 52 (8d12) damage and poisoning any creature that fails its saving throw.

          Polychromatic band: Yamata-no-Orochi releases psychic waves in a 60-foot cone dealing 52 (8d12) psychic damage and confusing any creature that fails its saving throw as per the.                spell confusion. A confused creature can repeat its saving throw at the end of each of its turns.

          Red band: Yamata-no-Orochi breathes raging flames in a 60-foot cone dealing 104 (16d12) fire damage.

          Unbanded: Yamata-no-Orochi screams waves of sonic energy in a 60-foot cone dealing 52 (8d12) thunder damage and deafening any creature that fails its saving throw.

          White band: Yamata-no-Orochi breathes a blizzard in a 60-foot cone dealing 104 (16d12) cold damage.

          Yellow band: Yamata-no-Orochi breathes a stream of electricity in a 100-foot line dealing 104 (16d12) lightning damage.

Charge. If the Yamata-no-Orochi moves at least 20 ft. straight toward a group of targets and then hits them with a bite or tail attack on the same turn, the targets take an extra 18 (6d6) of the attacks type of damage. If the targets are creatures, they must succeed on a DC 14 Strength saving throw or be knocked prone.

Bite. Melee Weapon Attack: +19 to hit, reach 60 ft., 1 target. Hit: 37 (5d10 + 10) [Piercing] damage. 

Tail. Melee Weapon Attack: +15 to hit, reach 30 ft., 1-3 targets. Hit: 19 (3d10 + 8) bludgeoning damage. If used on only 1 target they are hit 3 times by the damage.

Screech. Ranged Weapon Attack: +19 to hit, range 60/120 ft., 1 target. Hit: 25 (5d4 + 5) [Force] damage.

Reactions

Wrath. If enemy does at least 10 damage in an attack, can counter with two bites in retaliation.

Challenge.If an enemy moves more than 30 feet to engage Orochi it will counter with a single screech attack, a challenge towards its foe.

Legendary Actions

Yamata-no-Orochi can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yamata-no-Orochi regains spent legendary actions at the start of its turn.

Fast Healing (Costs 2 Actions). Yamata-no-Orochi regains 30 hit points.

Breath Weapon. Yamata-no-Orochi can instantly use a breath weapon attack that it has not used in the past minute. (Even during anothers turn)

Retributive Bite. Yamata-no-Orochi can make a full multiattack bite attack, rather than the usual two, against any creature which damaged it in the past round.

Mythic Actions

True Healing (Costs 2 Action). Yamata-no-Orochi regains 50 hit points.

Enhanced Breath Weapon. Yamata-no-Orochi can instantly use 2 breath weapon attacks that it has not used in the past minute. (Even during anothers turn)

Description

Yamata-no-Orochi is a ferocious and nigh indestructible draconic creature that typically lairs in large rivers or along seashores but can also dwell in underground areas. It has eight heads and eight tails, all capable of delivering ferocious blows. It also typically bodily checks its opponents or crushes them under its massive body as it charges through. The necks supporting the creature’s heads all have different colored bands denoting the dangerous breath weapons Yamata-no-Orochi can bring to bear. Yamata-no-Orochi is unlike many other dragons in that it cannot fly, but it is a strong swimmer that can swim in water AND lava, and its serpentine body makes it impossible to trip. When the creature is not involved in hunting prey or battling opponents, the individual heads argue with each other. Once Yamata-no-Orochi has a goal in sight, it focuses all its attention on that goal. Yamata-no-Orochi is 30 feet in length and its heads reach another 30 feet high, while its strong serpentine tails extend about as long. The creature weighs 25 tons.

Roused from Slumber. While Yamata-no-Orochi spends many months sleeping in its lair, where it can be near the treasure it has buried in the rock, silt or sand, it makes forays to nearby kingdoms to demand its favorite food of humanoid flesh. Yamata-no-Orochi preys on large families and demands at least one child per visit. It relies on its massive size, impressive array of abilities, and generally imposing attitude to get what it wants. Typically a single child from each family sates the dragon’s appetite and it returns to its lair to digest its meal and then return to sleep. Yamata-no-Orochi makes no secret of the location of its lair, and the wake of devastation on the land provides ample clues to the location. The temperamental creature throws a tantrum when it doesn’t get its way and leaps into the air over a body of water or on land to create devastating fissures in the ground or massive waves to harm those who keep it from what it wants

Sake Drinker. Yamata-no-Orochi is extremely aggressive, especially when something rouses it from its slumber, an easy mistake to make since the creature can sense vibrations in the ground, readily alerting it to trespassers. However, Yamatano-Orochi has a penchant for sake, which it sometimes crafts for itself. An expert craftsperson who brews a particularly fine brand of sake can lure the creature to its doom as it obsessively seeks out the drink, heedless of any dangers on the way to its prize.

Digger: Typically if attacking above ground the Yamata-no-Orochi will only have its heads above ground and keep its body buried. If a head is defeated, Orochi typically regrows it as long as its body is intact so it will use this to pressure or challenge enemies often only using one or two of its heads and only resorting to revealing more of its heads if it has had its heads defeated in the past.

Lair and Lair Actions

Lairs of Orochi are typically hotpoints for volcanic activity and leave a visible scar of brimstone whereever it is. This zone very slowly expands over time eventually consuming the land if not dealt with, although defeating a head can cause this zone to shrink.

Lair Actions

On initiative count 20 (losing initiative ties), the [Yamata-no-Orochi] takes a lair action to cause one of the following effects; the [Yamata-no-Orochi] can’t use the same effect two rounds in a row:

  • Yamata-no-Orochi can cause an explosion of magical energy in one creature’s square, dealing 7
    (2d6) thunder damage and 7 (2d6) fire damage unless the creature succeeds a DC 23 Dexterity
    saving throw.
  • Yamata-no-Orochi can forcibly teleport a creature in its lair to any other space within the lair unless the creature succeeds a DC 23 Charisma saving throw..
  • Yamata-no-Orochi can cast the spell teleport, teleporting to a location outside of the lair. Yamata￾no-Orochi only uses this option if it legitimately feels bored with the fight.

Regional Effects

The region containing Yamata-no-Orochi’s lair is shaped by the its destructive power, which creates one or more of the following effects:

  • The landscape is ravaged and no crops can grow within 10 miles of Yamata-no-Orochi’s lair.
  • Pockets of wild magic begin to appear within 5 miles of Yamata-no-Orochi’s lair, causing unexplainable and unpredictable effects.
  • Gravity doubles within 1 mile of Yamata-no-Orochi’s lair, causing the entire area to become
    difficult terrain unless magical protection is used.

If the [Yamata-no-Oroch] dies, these effects fade over the course of 5d20 days.

Monster Tags: Titan

Habitat: CoastalSwampUnderdark

Pmontgom

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