Things from the east

Obly99

Hero
Also, is she supposed to have d20 hd? Normally, gods don't get that until demi-god
I give her specific powers above the standard of a quasi-deity (like d20 as HD and which gives worshipers access to 9h instead of 7th spell) due to all the time she lived and divine energy she consumed
 
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Obly99

Hero
Yamata no Orochi

NE Macro-Diminutive dragon (abomination, aquatic, kaiju, shapechange)

Init +78; Senses all-around vision, darkvision 600 ft., low-light vision, scent, tremorsense 100 ft., true seeing; Perception +130

Aura frightful presence (1.000 ft., DC 83)

DEFENSE

AC 124, touch 19, flat-footed 124 (+17 deflection, +16 divine, +105 natural, –24 size)

hp 4.000 (80d12+3.040) fast healing 40; regeneration 40 (epic and good)

Fort +96, Ref +58, Will +71;

Defensive Abilities all-around vision, independent minds, intercept attacks, recovery; DR 40/epic and good; Immune ability damage or drain, death effects, disease, energy drain, fear, paralysis, sleep, enchantment, illusionist and transmutation magic, death from massive damage; Resist acid 30, cold 30, electricity 30, fire 30, negative energy 30, sonic 30; SR 106

Weaknesses sake addict

OFFENSE

Speed 480 ft., swim 800 ft.

Melee 8 bites +115 (20d10+87/19–20 plus grab), slam +114 (10d10+58), 8 tail slaps +112 (8d10+29 plus grab), or +184/+184/+179/+174/+169 Kusanagi-no-Tsurugi (360d10+117/15-20 plus 30d8 and 10 negative levels against good creatures [DC 49 negate])

Space 1020 ft.; Reach 680 ft.

Special Attacks all-out charge, beheading bite, breath weapons (DC 104), constrict (8d10+58), devastating (200d10+800), dismemberment, fast swallow, ferocity, hurl foe, mythic power (16/day, surge +4d6), seismic jump, trample (10d10+87, DC 124), swallow whole (60d6 acid damage, AC 62, 400 hp)

Spell-Like Abilities (CL 86th, concentration +119)

Constant—detect good, freedom of movement, tongues, true seeing

At will—bestow curse (DC 47), destruction (DC 50), dimension door, disintegrate (DC 49), dominate person (DC 48), dream, energy drain (DC 52), epidemic (DC 50), etherealness, geas/quest, greater dispel magic, greater possession (DC 51), greater teleport, horrid wilting (DC 51), implosion (DC 52), nightmare (DC 48), plague storm (DC 50), protection from good, scrying (DC 47), sending

16/day—wish

3/day—create greater undead, death clutch (DC 51), greater bestow curse (DC 51), mass suffocation (DC 52), orb of the void (DC 51), soul bind (DC 52), summon snakes (3d6 fiendish behemoth giant anaconda), supreme curse terrain, unwilling shield (DC 49), wail of the banshee (DC 52)

1/day—cursed earth (DC 52), eidolon [E], greater contagion (DC 49), greater ruin [E] (DC 53), nailed to the sky [E] (DC 53), rain of fire [E] (DC 53)

STATISTICS

Str 126, Dex 10, Con 86, Int 33, Wis 36, Cha 44

Base Atk +80; CMB +178 (+180 for sunder); CMD 205 (207 vs. sunder, can’t be tripped)

Feats Alertness, Antagonize, Cornugon Smash, Crippling Critical, Critical Focus, Dazzling Display, Disheartening Display, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite, slam, tail), Improved Sunder, Improved Vital Strike, Intimidating Prowess, Multiattack, Muscle Reaction, Persuasive, Power Attack, Run, Shatter Defenses, Signature Skill (Intimidate), Vital Strike, Weapon Focus (bite)

Epic Feats Epic Skill Focus (Craft [alchemy]), Improved Power Attack, Sixth Sense

Skills Appraise +110, Bluff +116, Craft (alchemy) +210, Diplomacy +120, Intimidate +178, Knowledge (arcane, engineering, local, planes, religion) +110, Knowledge (dungeoneering, geography, history, nature, nobility) +46, Perception +130, Sense Motive +112, Spellcraft +110, Survival +112, Swim +165, Use Magic Device +116; Racial Modifiers +14 Perception

Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Infernal, Japanese, Necril, Sylvan, Tengu; tongues, telepathy 1.000 ft.

SQ amphibious, change shape (see below), demon knight, divine-traits (abomination), hydra-like heads, massive, might, multi-headed, mythic, regenerate head, virtual size category +3

Treasure triple (Kusanagi-no-Tsurugi [+30 orichalcum holy shion keen speed vorpal tsurugi], other treasure)

Yamata-no-Orochi renounced 12 feats for 2 divine ability slot.

Divine Abilities

• Divine Skill Focus (Craft [alchemy]) (Ex): +60 bonus to the chosen skill.

• Divine Skill Emphasis (Craft [alchemy]) (Ex): +30 bonus to the chosen skill.

SPECIAL ABILITIES

All-Out Charge (Ex)
When using a full-round action for attack with all its natural weapons, Yamata-no-Orochi increase the reach of his bites to 1020 ft. until the end of the round.

Beheading Bite (Ex)
All bite natural weapons of Yamata-no-Orochi have the vorpal magic weapon special ability.

Breath Weapons (Su)
Yamata-no-Orochi possesses an array of eight different heads, each capable of producing a breath weapon. It can use two of its heads’ breath weapons each round, and each head requires 1d4 rounds before Yamata-no-Orochi can use its breath weapon again. Each of the heads and effects follows: aquamarine band (640-ft. Line, Reflex, 80d10 bludgeoning plus Hurl Foe), black band (640-ft. line, Reflex, 80d10 half divine half acid), green band (320-ft. cone, Fortitude partial, nauseated for 3d6 rounds [save reduces to sickened], contact poison effect), polychromatic band (320-ft. cone, Will partial, confused for 4d6 rounds [save reduces to confused for 1 round], compulsion mind-affecting), red band (320-ft. cone, Reflex, 80d10 half divine half fire), unbanded (320- ft. cone, Reflex, 80d10 sonic plus stunned for 1d4 rounds), white band (320-ft. cone, Reflex, 80d10 half divine half cold), yellow band (640-ft. line, Reflex, 80d10 half divine half electricity). All the saves are DC 104. Unless otherwise specified, a successful saving throw halves the damage. The aquamarine banded head produces a gout of water that deals bludgeoning damage and can move Titanic of smaller creatures that failed their saves back as if Yamata-no-Orochi used its hurl foe. Its unbanded head produces a sonic roar causing creatures that failed their saves to become stunned for 1d4 rounds. As a swift action which requires one use of mythic power, Yamata-no-Orochi can negate the wait time between breath weapon uses for one of its heads. The save DC is Constitution-based.

Burning Breath (Ex)
All damage-dealing breath weapons of Yamata-no-Orochi inflict burn (8d6 divine damage, DC 104) for 4d4 rounds.

Change Shape (Su)
Yamata-no-Orochi can take a medium humanoid form but it is beyond doubt demonic in nature, with Oni-like feature, and does not grant the normal bonus to Disguise of polymorph effects. In humanoid form it lose all-around vision, breath weapons, devastating, hydra-like heads, indipendent minds, intercept attack, massive, multi-headed, natural attacks, regenerate head, seismic jump, trample, and swallow whole. The virtual size category increase to +7 but this does not give increase to Constitution or natural armor or penalty to Dexterity. The ability score remains unchanged. But this give bonus damage with Might.

Constrict (Ex)
Yamata-no-Orochi can only constrict with its tails.

Demon Knight (Su)
When Yamata-no-Orochi assumes its humanoid form with its change shape ability, it loses its natural armor bonus but becomes equipped with a suit of comfortable clothes but that works mechanically as a +30 orichalcum o-yoroi that is almost part of its body. This armor has no movement speed penalty, maximum Dexterity bonus, or armor check penalty (this changes its AC to 169, touch to 43, its flat-footed AC to 169, CMB 154 (+156 sunder) and CMD 181 (183 vs. sunder)). Also as part of the transformation, it gains the Kusanagi-no-Tsurugi but instead of holy scion has unholy scion. These items are part of the Yamata-no-Orochi’s being and disappear when it is slain, with the exception of the Kusanagi-no-Tsurugi. Yamata-no-Orochi in humanoid form is considered to be proficient in all types of armor, shields (except tower shields), martial weapons and the katana, tetsubo and tsurugi. Yamata-no-Orochi cannot be disarmed of the Kusanagi-no-Tsurugi and both the tsurugi and the o-yoroi cannot be sundered.

Devastating (Ex)
Yamata-no-Orochi ignores all hardness and it gains +20 racial bonus to Strength check for break object. As a full-round action, Yamata-no-Orochi can assault a structure, dealing 300d10+800 points of damage to the structure in that round.

Dismemberment (Ex)
Yamata-no-Orochi, when chooses to conduct a grapple with just its head or tail, never gain the grappled condition or take the -20 to the combat maneuver. If two or more heads grab the same creature, they each tug and pull on the creature’s body, ripping it asunder as they fight over its meat. Each time one of its heads successfully grabs a creature that is already grabbed by another head, the two heads make opposed Strength checks. The winner continues to grapple the target, while the loser ceases grappling the grabbed creature, and either way, the target suffers damage equal to three times Yamata-no-Orochi’s Strength modifier (174). If either head rolls a natural 20 on its Strength check, the target suffers damage equal to five times Yamata-no-Oroch’s Strength modifier, instead (290).

Divine Traits (Abomination) (Ex)
As an abomiantion, Yamata-no-Orochi gains a +16 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.

Grant Spells (Su)
Yamata-no-Orochi can grant up to 7th-level spells. It give access to the Evil, Nobility, Strength and Scalykaind Domains and Aristocracy (Nobility), Ferocity (Strength), Leadership (Nobility), and Revelry (Nobility, Strength)° subdomains.
°Clerics of Yamata-no-Orochi can use the Revelry subdomain to modify the Nobility or Strength domain.

Hurl Foe (Ex)
When Yamata-no-Orochi damages a Titanic or smaller foe with one of its natural attacks, it can chose to try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 10 feet in a direction of Yamata-no-Orochi’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the Yamata-no-Orochi’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

Hydra-like Heads (Ex)
Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 16 and 96 hit points. Severing a head deals 80 damage to Yamata-no-Orochi’s. It can’t attack or use a breath weapon with a severed head, but takes no other penalties. Yamata-no-Orochi doesn’t die from losing its heads as long as it has at least one. If reduced to one head, Yamata no Yamata-no-Orochi lose All-Around Vision and Indipendent Attack. Yamata-no-Orochi’s final head (whichever head that may be) cannot be severed in this fashion, although it may be severed by other means (such as by using a vorpal weapon). If you want Yamata-no-Orochi as in the myth, ignore the last phrase.

Independent Minds (Ex)
Each of Yamata-no-Orochi’s heads has its own unique mind and identity, and counts as a separate creature for the purposes of mind-affecting spells and effects. If Yamata-no-Orochi fails a Will save against a mind-affecting spell or effect, only one of its heads, chosen by Yamata-no-Orochi, is affected. For an effect that imposes penalties, this effect applies to attacks and other abilities from the chosen head as appropriate to the effect. If the head is paralyzed (as per hold monster), it cannot make attacks or use its breath weapon with that head. If the head comes under another creature’s control (as per dominate monster, for example), the head will act according to the controller’s wishes. If the head becomes confused, Yamata-no-Orochi’s affected head is subject to the confusion effect at the beginning of its turn; a result of “attack nearest creature” causes the head to attack another of Yamata-no-Orochi’s heads. Mind-affecting effects that apply to more than half of Yamata-no-Orochi’s heads also affect its body (for example, a caster that successfully used dominate monster on more than half of Yamata-no-Orochi’s heads, the body would obey her commands as well (though any remaining unaffected heads would still act normally).

Intercept Attacks (Ex)
For each head that has not made an attack or used its breath weapon, Yamata-no-Orochi can attempt a melee attack to prevent a hit by a melee or ranged attack. If the attack result exceeds the result from the attack against it, Yamata-no-Orochi is unaffected by the attack (as if the attack had missed). Yamata-no-Orochi can expend one use of mythic power as a swift action to intercept an attack with a head that has already made an attack or used its breath weapon.

Massive (Ex)
Because Yamata-no-Orochi is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to its movement, though areas of dense forest or massive settlements are considered difficult terrain to Yamata-no-Orochi (GM’s discretion). A Titanic or smaller creature can move through any square occupied by Yamata-no-Orochi, or vice-versa. Yamata-no-Orochi gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Titanic or smaller creature to climb Yamata-no-Orochi—this generally requires a successful DC equal to its CMD, and a Small or larger creature that climbs on Yamata-no-Orochi body provokes an attack of opportunity from him.

Might (Ex)
Yamata-no-Orochi deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than Yamata-no-Orochi HD.

Multi-Headed (Ex)
Each of Yamata-no-Orochi’s heads can act independently of one another. Whenever it uses the full-attack action, each head can either make a bite attack (it can use its Greater Vital Strike with the bite attack), or use its breath weapon, in any combination.

Mythic (Ex)
Yamata-no-Orochi has Mythic Power (16/day, Surge +4d6) and counts as a 16th-rank Mythic creature. Yamata-no-Orochi can use any of its spell-like abilities and spells as the Mythic versions of those spells (if a Mythic version of that effect exists), expending Mythic Power as normal. Yamata-no-Orochi can also expend Mythic Power to use the augmented versions of these effects.

Regenerate Head (Ex)
If one of Yamata-no-Orochi’s heads is destroyed, it regrows in 1d4 rounds. To prevent new heads from growing, at least 100 points of damage from a good-aligned artifact or an epic spell or effect with the good descriptor must be dealt to the stump before it reappears. Area attacks can affect stumps and the body simultaneously. Yamata-no-Orochi does not die from losing its heads until all are cut off and the stumps have taken the appropriate good-aligned damage. Yamata-no-Orochi can expend one use of mythic power as a swift action to instantly regrow a head. This even applies to heads for which the stumps have been treated with non-divine sources of good-aligned damage.

Sake Addict (Ex)
If Yamata-no-Orochi can smell sake from an open container holding at least a gallon of sake, it is compelled to move toward it if it fails a Will save. The save’s DC is equal to the DC of the spell or effect producing the sake or the Craft DC to produce the sake. Once Yamata-no-Orochi reaches the sake, it will use one of its heads to drink it, rendering it impossible for the head to attack or use its breath weapon. Also while its reaction to sake is akin to a mind-affecting compulsion effect, it does not benefit from its independent minds ability or the recovery ability (for reroll the save if it take more than 1 round to drink).

Seismic Jump (Ex)
As a full-round action that doesn’t provoke attacks of opportunity, Yamata-no-Orochi can leap out of the water or jump straight up on land, after which it generates a non-magical effect as per mythic tsunami or mythic earthquake (automatically augmented), as appropriate for the terrain, centered on Yamata-no-Orochi. It is unaffected by either effect.

Trample (Ex)
If Yamata-no-Orochi ends its movement with creatures in its space after a trample, it attempts a free combat maneuver check to grapple each creature (it makes a single check and applies the result to each creature). Each creature for which it succeeds on the check is pinned and automatically takes damage from Yamata-no-Orochi’s slam at the beginning of its turn, until the creature escapes the pin.

Tsurugi

Cost
15 gp Weight 4 lbs.
Damage 1d6 (small), 1d8 (medium) Critical 19-20/x2 Type slashing
Category one-handed Proficiency exotic
Weapon Group heavy blades
 

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Obly99

Hero
For the base creature, I used the Legendary Games version of Yamata No Orochi (CR 30/MR 10). If you want the Orochi as faithful as possible to the myth, remove the subtype shapechanger, the change shape ability, demon knight and as specified in the ability itself, the last line of Hydra-like Heads. I have put them to give my own touch to my creation.
Edited: forgot massive.
 
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Yamata no Orochi

NE Macro-Diminutive dragon (abomination, aquatic, kaiju, shapechange)

Init +78; Senses all-around vision, darkvision 600 ft., low-light vision, scent, tremorsense 100 ft., true seeing; Perception +130

Aura frightful presence (1.000 ft., DC 83)

DEFENSE

AC 124, touch 19, flat-footed 124 (+17 deflection, +16 divine, +105 126 natural, –24 size)

hp 4.000 (80d12+3.040) fast healing 40; regeneration 40 (epic and good)

Fort +96, Ref +58, Will +71;

Defenses all-around vision, independent minds, intercept attacks, recovery; DR 40/epic and good; Immune ability damage or drain, death effects, disease, energy drain, fear, paralysis, sleep, enchantment, illusionist and transmutation magic, death from massive damage; Resist acid 30, cold 30, electricity 30, fire 30, negative energy 30, sonic 30; SR 106

Weaknesses sake addict

OFFENSE

Speed 480 ft., swim 800 ft.

Melee 8 bites +115 (20d10+87/19–20 plus grab), slam +114 (10d10+58), 8 tail slaps +112 (8d10+29 plus grab), or +184/+184/+179/+174/+169 Kusanagi-no-Tsurugi (360d10+117/15-20 plus 30d8 and 10 negative levels against good creatures [DC 49 negate])

Space 1020 ft.; Reach 680 ft.

Special Attacks all-out charge, beheading bite, breath weapons (DC 104), constrict (8d10+58), devastating (200d10+800), dismemberment, ferocity, hurl foe, mythic power (16/day, surge +4d6), seismic jump, trample (10d10+87, DC 124), swallow whole (60d6 acid damage, AC 62, 400 hp)

Spell-Like Abilities (CL 86th, concentration +119)

Constant—detect good, freedom of movement, tongues, true seeing

At will—bestow curse (DC 47), destruction (DC 50), dimension door, disintegrate (DC 49), dominate person (DC 48), dream, energy drain (DC 52), epidemic (DC 50), etherealness, geas/quest, greater dispel magic, greater possession (DC 51), greater teleport, horrid wilting (DC 51), implosion (DC 52), nightmare (DC 48), plague storm (DC 50), protection from good, scrying (DC 47), sending

16/day—wish

3/day—create greater undead, death clutch (DC 51), greater bestow curse (DC 51), mass suffocation (DC 52), orb of the void (DC 51), soul bind (DC 52), summon snakes (3d6 fiendish behemoth giant anaconda), supreme curse terrain, unwilling shield (DC 49), wail of the banshee (DC 52)

1/day—cursed earth (DC 52), eidolon [E], greater contagion (DC 49), greater ruin [E] (DC 53), nailed to the sky [E] (DC 53), rain of fire [E] (DC 53)

STATISTICS

Str 126, Dex 10, Con 86, Int 33, Wis 36, Cha 44

Base Atk +80; CMB +178 (+180 for sunder); CMD 205 (207 vs. sunder, can’t be tripped)

Feats Alertness, Antagonize, Cornugon Smash, Crippling Critical, Critical Focus, Dazzling Display, Disheartening Display, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite, slam, tail), Improved Sunder, Improved Vital Strike, Intimidating Prowess, Multiattack, Muscle Reaction, Persuasive, Power Attack, Run, Shatter Defenses, Signature Skill (Intimidate), Vital Strike, Weapon Focus (bite)

Feats Epic Skill Focus (Craft [alchemy]), Improved Power Attack, Sixth Sense

Skills Appraise +110, Bluff +116, Craft (alchemy) +210, Diplomacy +120, Intimidate +178, Knowledge (arcane, engineering, local, planes, religion) +110, Knowledge (dungeoneering, geography, history, nature, nobility) +46, Perception +130, Sense Motive +112, Spellcraft +110, Survival +112, Swim +165, Use Magic Device +116; Racial Modifiers +14 Perception

Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Infernal, Japanese, Necril, Sylvan, Tengu; tongues, telepathy 1.000 ft.

SQ amphibious, change shape (see below), demon knight, divine-traits (abomination), hydra-like heads, might, multi-headed, mythic, regenerate head, virtual size category +3

Treasure triple (Kusanagi-no-Tsurugi [+30 orichalcum holy shion keen speed vorpal katana], other treasure)

Yamata-no-Orochi renounced 12 feats for 2 divine ability slot.

Divine Abilities

• Divine Skill Focus (Craft [alchemy]) (Ex): +60 bonus to the chosen skill.

• Divine Skill Emphasis (Craft [alchemy]) (Ex): +30 bonus to the chosen skill.

SPECIAL ABILITIES

All-Out Charge (Ex)
When using a full-round action for attack with its natural weapons, Yamata-no-Orochi increase the reach of his bites to 1020 ft.

Beheading Bite (Ex)
All bite natural weapons of Yamata-no-Orochi have the vorpal magic weapon special ability.

Breath Weapons (Su)
Yamata-no-Orochi possesses an array of eight different heads, each capable of producing a breath weapon. It can use two of its heads’ breath weapons each round, and each head requires 1d4 rounds before Yamata-no-Orochi can use its breath weapon again. Each of the heads and effects follows: aquamarine band (640-ft. Line, Reflex, 80d10 bludgeoning plus Hurl Foe), black band (640-ft. line, Reflex, 80d10 half divine half acid), green band (320-ft. cone, Fortitude partial, nauseated for 3d6 rounds [save reduces to sickened], contact poison effect), polychromatic band (320-ft. cone, Will partial, confused for 4d6 rounds [save reduces to confused for 1 round], compulsion mind-affecting), red band (320-ft. cone, Reflex, 80d10 half divine half fire), unbanded (320- ft. cone, Reflex, 80d10 sonic plus stunned for 1d4 rounds), white band (320-ft. cone, Reflex, 80d10 half divine half cold), yellow band (640-ft. line, Reflex, 80d10 half divine half electricity). All the saves are DC 104. Unless otherwise specified, a successful saving throw halves the damage. The aquamarine banded head produces a gout of water that deals bludgeoning damage and can move Titanic of smaller creatures that failed their saves back as if Yamata-no-Orochi used its hurl foe. Its unbanded head produces a sonic roar causing creatures that failed their saves to become stunned for 1d4 rounds. As a swift action which requires one use of mythic power, Yamata-no-Orochi can negate the wait time between breath weapon uses for one of its heads. The save DC is Constitution-based.

Burning Breath (Ex)
All damage-dealing breath weapons of Yamata-no-Orochi inflict burn (8d6 divine damage, DC 104) for 4d4 rounds.

Change Shape (Su)
Yamata-no-Orochi can take a medium humanoid form but it is beyond doubt demonic in nature and does not grant the normal bonus to Disguise of polymorph effects. In humanoid form it lose all-around vision, breath weapons, devastating, hidra-like heads, indipendent minds, intercept attack, multi-headed, natural attacks, regenerate head, seismic jump, trample, and swallow whole. The virtual size category increase to +7 but this does not give increase to Constitution or natural armor or penalty to Dexterity. The ability score remains unchanged. But this give bonus damage with Might.

Constrict (Ex)
Yamata-no-Orochi can only constrict with its tails.

Demon Knight (Su)
When Yamata-no-Orochi assumes its humanoid form with its change shape ability, it loses its natural armor bonus but becomes equipped with some pieces of armor that highlight his charisma but that works mechanically as a +30 orachalcum o-yoroi that is almost part of its body. This armor has no movement speed penalty, maximum Dexterity bonus, or armor check penalty (this changes its AC to 169, touch to 43, its flat-footed AC to 169, CMB 154 (+156 sunder) and CMD 181 (183 vs. sunder)). Also as part of the transformation, it gains the Kusanagi-no-Tsurugi but instead of holy scion has unholy scion. These items are part of the Yamata-no-Orochi’s being and disappear when it is slain, with the exception of the Kusanagi-no-Tsurugi. Yamata-no-Orochi in humanoid form is considered to be proficient in all types of armor, shields (except tower shields), martial weapons and the katana. Yamata-no-Orochi cannot be disarmed of the Kusanagi-no-Tsurugi and both the katana and the o-yoroi cannot be sundered.

Devastating (Ex)
Yamata-no-Orochi ignores all hardness and it gains +20 racial bonus to Strength check for break object. As a full-round action, Yamata-no-Orochi can assault a structure, dealing 300d10+800 points of damage to the structure in that round.

Dismemberment (Ex)
Yamata-no-Orochi, when chooses to conduct a grapple with just its head or tail, never gain the grappled condition or take the -20 to the combat maneuver. If two or more heads grab the same creature, they each tug and pull on the creature’s body, ripping it asunder as they fight over its meat. Each time one of its heads successfully grabs a creature that is already grabbed by another head, the two heads make opposed Strength checks. The winner continues to grapple the target, while the loser ceases grappling the grabbed creature, and either way, the target suffers damage equal to three times Yamata-no-Orochi’s Strength modifier. If either head rolls a natural 20 on its Strength check, the target suffers damage equal to five times Yamata-no-Oroch’s Strength modifier, instead.

Divine Traits (Abomination) (Ex)
As an abomiantion, Yamata-no-Orochi gains a +16 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.

Grant Spells (Su)
Yamata-no-Orochi can grant up to 7th-level spells. She give access to the Evil, Nobility, Strength and Scalykaind Domains and Aristocracy (Nobility), Ferocity (Strength), Leadership (Nobility), and Revelry (Nobility, Strength)° subdomains.
°Clerics of Yamata-no-Orochi can use the Revelry subdomain to modify the Nobility or Strength domain.

Hurl Foe (Ex)
When Yamata-no-Orochi damages a Titanic or smaller foe with one of its natural attacks, it can chose to try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 10 feet in a direction of Yamata-no-Orochi’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the Yamata-no-Orochi’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.

Hydra-like Heads (Ex)
Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 16 and 96 hit points. Severing a head deals 80 damage to Yamata-no-Orochi’s. It can’t attack or use a breath weapon with a severed head, but takes no other penalties. Yamata-no-Orochi doesn’t die from losing its heads as long as it has at least one. If reduced to one head, Yamata no Yamata-no-Orochi lose All-Around Vision, Hard to Flank, and Indipendent Attack. Yamata-no-Orochi’s final head (whichever head that may be) cannot be severed in this fashion, although it may be severed by other means (such as by using a vorpal weapon). If you want Yamata-no-Orochi as in the myth, ignore the last phrase.

Independent Minds (Ex)
If Yamata-no-Orochi fails a Will save against a mind-affecting spell or effect, only one of its heads, chosen by Yamata-no-Orochi, is affected. For an effect that imposes penalties, this effect applies to attacks and other abilities from the chosen head as appropriate to the effect. If the head is paralyzed (as per hold monster), it cannot make attacks or use its breath weapon with that head. If the head comes under another creature’s control (as per dominate monster, for example), the head will act according to the controller’s wishes. If the head becomes confused, Yamata-no-Orochi’s affected head is subject to the confusion effect at the beginning of its turn; a result of “attack nearest creature” causes the head to attack another of Yamata-no-Orochi’s heads. Mind-affecting effects that apply to more than half of Yamata-no-Orochi’s heads also affect its body (for example, a caster that successfully used dominate monster on more than half of Yamata-no-Orochi’s heads, the body would obey her commands as well (though any remaining unaffected heads would still act normally).

Intercept Attacks (Ex)
For each head that has not made an attack or used its breath weapon, Yamata-no-Orochi can attempt a melee attack to prevent a hit by a melee or ranged attack. If the attack result exceeds the result from the attack against it, Yamata-no-Orochi is unaffected by the attack (as if the attack had missed). Yamata-no-Orochi can expend one use of mythic power as a swift action to intercept an attack with a head that has already made an attack or used its breath weapon.

Might (Ex)
Yamata-no-Orochi deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than Yamata-no-Orochi HD.

Multi-Headed (Ex)
Each of Yamata-no-Orochi’s heads can act independently of one another. Whenever it uses the full-attack action, each head can either make a bite attack (it can use its Greater Vital Strike with the bite attack), or use its breath weapon, in any combination.

Mythic (Ex)
Yamata-no-Orochi has Mythic Power (16/day, Surge +4d6) and counts as a 16th-rank Mythic creature. Yamata-no-Orochi can use any of its spell-like abilities and spells as the Mythic versions of those spells (if a Mythic version of that effect exists), expending Mythic Power as normal. Yamata-no-Orochi can also expend Mythic Power to use the augmented versions of these effects.

Regenerate Head (Ex)
If one of Yamata-no-Orochi’s heads is destroyed, it regrows in 1d4 rounds. To prevent new heads from growing, at least 100 points of damage from a good-aligned artifact or an epic spell or effect with the good descriptor must be dealt to the stump before it reappears. Area attacks can affect stumps and the body simultaneously. Yamata-no-Orochi does not die from losing its heads until all are cut off and the stumps have taken the appropriate good-aligned damage. Yamata-no-Orochi can expend one use of mythic power as a swift action to instantly regrow a head. This even applies to heads for which the stumps have been treated with non-divine sources of good-aligned damage.

Sake Addict (Ex)
If Yamata-no-Orochi can smell sake from an open container holding at least a gallon of sake, it is compelled to move toward it if it fails a Will save. The save’s DC is equal to the DC of the spell or effect producing the sake or the Craft DC to produce the sake. Once Yamata-no-Orochi reaches the sake, it will use one of its heads to drink it, rendering it impossible for the head to attack or use its breath weapon. Also while its reaction to sake is akin to a mind-affecting compulsion effect, it does not benefit from its independent minds ability or the recovery ability (for reroll the save if it take more than 1 round to drink).

Seismic Jump (Ex)
As a full-round action that doesn’t provoke attacks of opportunity, Yamata-no-Orochi can leap out of the water or jump straight up on land, after which it generates a non-magical effect as per mythic tsunami or mythic earthquake (automatically augmented), as appropriate for the terrain, centered on Yamata-no-Orochi. It is unaffected by either effect.

Trample (Ex)
If Yamata-no-Orochi ends its movement with creatures in its space after a trample, it attempts a free combat maneuver check to grapple each creature (it makes a single check and applies the result to each creature). Each creature for which it succeeds on the check is pinned and automatically takes damage from Yamata-no-Orochi’s slam at the beginning of its turn, until the creature escapes the pin.
This is awesome! I really like this one.
 


small issue, the sword of the heavens was not actually a katana, katana's were 'invented' as we know them only in 700CE and this story is, i am pretty sure, much older.
on the monster itself, It seems pretty good. I like its breath weapon its pretty decent and dont worry about the shape changing thing, most spiritual beings in Japanese belief can shapeshift, its just a matter of if they want to or need to. I don't know why it didnt cross my mind before to give a creature's bite the vorpal quality before but it is a nice touch
Overall a pretty cool monster
 

Obly99

Hero
small issue, the sword of the heavens was not actually a katana, katana's were 'invented' as we know them only in 700CE and this story is, i am pretty sure, much older.
on the monster itself, It seems pretty good. I like its breath weapon its pretty decent and dont worry about the shape changing thing, most spiritual beings in Japanese belief can shapeshift, its just a matter of if they want to or need to. I don't know why it didnt cross my mind before to give a creature's bite the vorpal quality before but it is a nice touch
Overall a pretty cool monster
Yep a Tsurigi
"Kusanagi-no-Tsurugi
The most famous example is the legendary sword "Kusanagi-no-Tsurugi" which is one of the Three Imperial Regalia of Japan."
Edited
 

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