Multiple Heads. Yamata No Orochi has eight heads and is immune to being blinded, charmed, deafened, frightened, stunned and knocked unconscious as a result.
Alcohol Vulnerability. If any of Yamata No Orochi's eight heads ingest alcohol, the head then enters a drunken state in which it is unable to attack.
Reactive Heads. For each head Yamata No Orochi has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Legendary Resistance (5/Day). If Yamata No Orochi fails a saving throw, it can choose to succeed instead.
Multiattack. Yamata No Orochi makes as many bite or slam attacks as it has heads.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 1d12 + 4 piercing damage, and the target must make a DC 14 Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Thunderous Roar (Recharge 5–6). Yamata No Orochi's heads rear up and unleash a loud roar similar to that of thunder itself. This attack has a 90 foot radius and each creature in that radius must make a DC 17 Dexterity saving throw, taking 1d12 of thunder damage for each head on a failed save, or half as much damage on a successful one.
Poison Breath. Yamata no Orochi exhales poisonous gas from one of its heads in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 16d6 poison damage on a failed save, or half as much damage on a successful one.
Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one target 1d10 bludgeoning damage.
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. Yamato No Orochi regains spent legendary actions at the start of its turn.
Detect. Yamata No Orochi makes a Wisdom (Perception) check.
Triple Bite. Yamata No Orochi chooses a single target to attack and unleashes three bite attacks.
Slam. Yamata No Orochi chooses a single target to unleash one slam attack.
Description
A legendary monster that brought an entire civilization to ruin. Has eight serpent heads and tails.
Lair and Lair Actions
Yamata No Orochi tends to dwell in massive caverns which it carves out itself.
Lair Actions
On initiative count 10 (losing initiative ties), Yamata no Orochi takes a lair action to cause one of the following effects; Yamata no Orochi can’t use the same effect two rounds in a row:
- Orochi shakes the cavern/room and bits of stone rain down from above. Every creature within the lair, including Yamata No Orochi must make a DC 14 Dexterity saving throw or take 2d4 of bludgeoning damage from falling debris.
- A tremor shakes the lair in a 60-foot radius around Yamata No Orochi. Each creature other than Yamata No Orochi on the ground in that area must succeed on a DC 14 Dexterity saving throw or be knocked prone.
Regional Effects
The region containing a legendary Yamata no Orochi’s lair is enshrouded in purple mist, which creates one or more of the following effects:
- Bright light is reduced to dim light and dim light is reduced to darkness
- A monstrous aura fills the area, divine sense requires a DC 16 perception check to function properly
If the Yamata no Orochi dies, these effects fade immediately.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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2/28/2024 5:35:56 PM
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18
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4
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Weakened
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Coming Soon
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