Legendary Resistance(3/day): If Yama Oroshi would fail a saving throw, he may choose to succeed instead.
Magic Resistance: Yama-Oroshi gains advantage on saving throws made against spells and other magical effects.
Ironwood Hide: Yama-Oroshi's thick hide is covered in a thick layer of magical ironwood. Yama-Oroshi gains resistance to all bludgeoning, slashing, and piercing damage. Additionally Yama-Oroshi ignores all attacks that deal less than 20 damage.
Monstrous Strength: Yama-Oroshi's strikes deal massive damage and carry the full weight of the beast behind them. Yama-Oroshi crits on a roll of 18-20 on the D20 and crits deal an additional 4d12 damage of their associated type and leave the target with a lingering injury. Additionally, when a creature smaller than Yama-Oroshi is hit by its claw attacks, they must succeed on a DC 25 Strength or Dexterity Saving Throw or be pushed back 10 feet and fall prone.
Aura of Bloodlust: Yama-Oroshi, posessed with the anger of a wild beast, passes this anger around to creatures near him. All creatures that start their turn in or enter within a 30 Ft. Radius sphere of Yama-Oroshi for the 1st time in a turn, must succeed on a DC 24 Widsom Saving Throw, becomes possessed by a blinding rage. That creature must use its movement to move up to the nearest creature and use its action to attack that creature(with every attack if they have extra attack). Affected creatures may repeat this saving throw at the end of each of their turns, ending the effect on a success. On a Successful saving throw a creature becomes immune to this effect for 24 hours.
Bloody Regeneration: Yama-Oroshi regains 20 Hp at the start of each of its turns as long as it has at least 1 HP.
Magic Weapons: Yama-Oroshi's attacks are considered magical.
Trample: Yama-Oroshi may move through the spaces of smaller creatures. If he does those creatures must make a DC25 Dexterity or Strength saving throw, falling prone on a failure. If a creature is knocked prone by this ability Yama-Oroshi may use its reaction to make a single Bite attack against that creature.
Innate Spellcasting: Yama-Oroshi can innately cast the following spells, Wisdom is his spellcasting stat, DC 24, +16 To Hit;
- At Will: Crown of Madness, Enemies Abound, Earth Tremor, Erupting Earth, Stone Shape, Armor of Agathys(5th Level, damage type changed to piercing)
- 3/day: Bones of The Earth(Taking the form of trees), Wall of Stone, Tree Stride, Wrath of Nature.
- 1/day: Forcecage, Earthquake, Blade of Disaster(takes form of a Bear Paw)
Rage of the Maneater(Mythic Form): When Yama-Oroshi falls to 0HP, he immediately regains 500 Hp and enters his mythic form, flying into an uncontrollable rage, his hatred coming off of his body in the form of a red, crackling mist. While in this form Yama-Oroshi gains the following benefits;
- The radius of Aura of Bloodlust increases to 60 ft. and if a creature is immune to it when Yama-Oroshi enters this form, they lose immunity to the effect until they make another successful save.
- Yama-Oroshi falls under the effects of the Tenser's Transformation spell(no concentration required). The additional damage granted by the spell is changed to Slashing damage.
- Yama-Oroshi 's speed increases by 30 ft.
- Yama Oroshi gains access to the actions listed under Mythic Actions.
Multiattack: Yama-Oroshi makes 2 claw attacks followe by a Bite attack. If Yama-Oroshi has a creature grappled, it may use a Crush attack instead of a bite.
Claw: Melee Weapon Attack, Single Target, 15ft., +16 to Hit, On Hit: Deals 16(1d10+10) Slashing Damage plus an additional 5(1d10) Bludgeoning damage and if target is smaller than Yama-Oroshi, they must succeed on a DC 25 Strength or Dexterity Saving Throw, being pushed back 10 feet and falling prone on a failure.
Bite: Melee Weapon Attack, Single Target, 10ft., +16 to Hit, On Hit: Deals 30(3d12+10) piercing damage and the target is grappled(escape DC 25). The target is left with a deep festering wound. At the start of each of the targets turns they take 2d10 necrotic damage from the would. At the end of each of their turns, affected creatures may make a DC25 constitution saving throw, ending the effect on a success. Alternatively the effect ends when a creature has received 25 points of magical healing. Anytime a creature takes necrotic damage from the wound, Yama-Oroshi regains HP equal to the amount of necrotic damage dealt.
Crush: Melee Weapon Attack against a grappled creature, Single Target, 5ft., automatically hits, On Hit: target takes 23(2d12+10) Piercing damage and the grapple ends as the creature is thrown 30 feet away in a direction of Yama-Oroshi's choice.
Bear Hug(recharge 5-6): Yama-Oroshi extends its arms out wide and attempts to grab all creatures in a 30ft cone in front of him. All creatures within this range must make a DC25 Dexterity Saving Throw. On a Failed saving throw a creature takes 55(10d10) Bludgeoning Damage and becomes paralyzed. At the end of each of their turns, paralyzed creatures may attempt a DC24 constitution saving throw. Each successive failure reduces the DC by 1, with the effect ending on a success.
Earth Shaking Rampage(Mythic Form Only; Recharge 6): Yama-Oroshi lets out a roar and begins thrashing and tearing all around it in a fit of blind rage, destroying the landscape and whatever else is in the area. All creatures in a 60 Ft radius, 20 Ft tall cylinder centered on Yama-Oroshi, must make a DC 25 Dexterity saving throw. On a failed save a creature takes 26(4d12) slashing, 26(4d12) Bludgeoning, and 26(4d12) Piercing damage and fall prone and are stunned until the end of their next turn as they are thrown about during the rampage. On a successful save, a creature takes 1/2 Damage and is not knocked prone or stunned. The area affected by this becomes difficult terrain and all structures and inanimate objects are destroyed and removed.
Ferocious Leap: Yama-Orishi may jump to space it can see within 60 feet. This movement does not provoke opportunity attacks.
Rebuke: If Yama-Oroshi takes damage from a melee attack within 5 feet of it, he may use his reaction to make a Claw attack against the creature.
Yama-Oroshi has 3 Legendary actions. He may only use these immediately after another creature's turn and only 1 at a time. He regains all expended legendary actions at the start of each of his turns.
- Maul: Yama-Oroshi moves up to 1/2 its speed and makes a single claw attack at a target within range
- Detect: Yama-Oroshi makes a Wisdom(Perception) Check
- Grapple(costs 2 actions): Yama-Oroshi grapples a creature within 15 feet of him that he can see(escape DC: 25)
- Slam(costs 2 actions): Yama-Oroshi rears up and slams its body down into the ground. All creatures within 15 feet of Yama-Oroshi, must succeed on a DC 25 Dexterity Saving throw or take 28(5d10) bludgeoning damage and fall prone.
Enraging Roar(costs 2 actions): Yama-Oroshi lets out a deep, hate-filled roar. All creatures within 120 ft that can hear the roar must succeed on a DC24 Wisdom Saving Throw. On a failed save a creature takes 6d10 Psychic Damage and falls under the rage detailed in Yama-Oroshi's Aura of Bloodlust(Immunity to the aura does not affect this) until the end of its next turn.
Savage Might(costs 3 actions): Yama-Oroshi makes a claw attack at a target in range. If the attack hits, it becomes a critical hit and leaves a lingering injury.
Previous Versions
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8/5/2022 11:01:51 PM
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Coming Soon
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