Things from the east

Obly99

Adventurer
With the release of PF2 the Gumiho also came out (href.li) and with it its conversion to PF1 (https://thecreaturecodex (removethis).tumblr.com/post/687801749550039040/gumiho) but its version has quite disappointed me. Here is a predator from the Korean Peninsula, the malevolent Gumiho / Kumiho. Currently I also have Tamamo no Mae in the pipeline.
Gumiho CR 22

A gumiho is a legendary nine-tailed fox creature. They are often confused for kitsune, as they are also shapechangers and tricksters. Whereas a kitsune may be of any alignment, gumiho are almost universally evil, as they have an insatiable hunger for the livers of humanoids, and will stop at nothing to get them. A gumiho is supernaturally charming, and uses its abilities to lure travelers to an out of the way place where it can slaughter them.

Legend states that if a gumiho resists this temptation and refrains from eating liver for a hundrea years, it can assume its humanoid form permanently and becomes enlightened and goodly in nature. Perhaps kitsune are the descendents of such a progenitor gumiho.

The reality is less "imaginative" but more practical: if it resists for a long period of time from eating the liver of humanoids, a hundred years is only an indicative time, the compulsion to do so, which is purely psychological and almost more like a drug addiction, stops appearing. Many gumiho, after having re-tasted the humanoid liver after a prolonged period of abstinence but without having finished the "period of cure" often fall into the most total depravity due to the taste that gives them to the head and become psychotic monsters unable to think about anything other than killing and devouring humanoids. Shunned by the other gumiohs as well, often only death can free them from their miserable existence at that point. (see livers addiction).

Gumiho combine their magic and physical might in combat. Their claws and teeth do remarkable damage for their small size, but its precise strikes are even more deadly. A gumiho will often use repulsion to keep allies from reaching a befuddled victim, and then kill them and tear out their liver in a gory display before fleeing with their prize. Gumiho value their long lives, and never fight extended battles if they can help it.

Although gumiho do keep treasure, often beautiful clothing or jewels to add to their humanoid form’s allure, their most prized possession is the fox marble. A gumiho keeps a backup of all of their memories in the fox marble, allowing them to recall events from hundreds of years ago. A creature that steals a fox marble, or takes it once the gumiho is slain, can likewise sift through all of the gumiho’s memories, and gains the ability to make all Knowledge checks untrained and gains a competence bonus to Knowledge checks equal to ½ its Hit Dice. A fox marble is a major magic item, occupied the neck slot and can be sell for 70.000 gp. A gumiho will stop at nothing to get its fox marble back if it is somehow lost or stolen.

CE Medium magical beast (shapechanger)

Init +12; Senses darkvision 60 ft., low-light vision, scent, true seeing; Perception +40

Aura frightful presence (30 ft., DC 30)

AC 32, touch 27, flat-footed 24 (+9 deflection, +8 Dex, +5 natural)

hp 356 hp (23d10+230) regeneration 15 (cold iron)

Fort +26, Ref +30, Will +31

Defensive Abilities eldritch shield, freedom of movement; DR 15/cold iron and lawful; Immune charm, compulsion, mind-affecting effects; Resistance all elements 20; SR 33; 37 vs. divination

Weakness livers dependence

Speed 40 ft.

Melee bite +31 (1d12+4/18-20x4 plus energy drain), 2 claws +31 (1d8+4)

Ranged foxfire +31 touch (23d6)

Special Attacks energy drain (2 levels, DC 30), foxfire (23d6, DC 30), guileful charm (DC 30), sapping critical, sneak attack +5d6

Spell-Like Abilities (CL 23th, concentration +32)

Constant—freedom of movement, nondetection (self only), true seeing

At will—dimension door, dominate person (DC 24), invisibility, greater dispel magic, triggered suggestion (DC 23)

3/day—insanity (DC 26), mass suggestion (DC 25), quickened greater invisibility, project image (DC 26), repulsion (DC 25)

2/day—disguise self, charm person (DC 20), misdirection, invisibility, suggestion (DC 22), displacement, confusion (DC 23), dominate person (DC 24)

1/day—dominate monster (DC 28), greater teleport, overwhelming presence (DC 28)

1/week—soul dominion [E] (DC 29)

Sorcerer Spells Known (CL 23th; concentration +32)

11th (1/day)

10th (2/day)

9th (7/day)—energy drain (DC 28), greater create demiplane, mage’s disjuntion (DC 28), time stop, wish

8th (7/day)—death clutch (DC 27), greater possession (DC 27), mind blank, polymorph any object (DC 27), prismatic wall (DC 27)

7th (7/day)—create greater mindscape (DC 26), mage’s magnificent mansion, plane shift (DC 26), prismatic spray (DC 26), sequester

6th (7/day)—antimagic field, disintegrate (DC 25), flesh to stone (DC 25), programmed image (DC 25), stone to flesh

5th (8/day)—cone of cold (DC 24), dream, feeblemind (DC 24), mind fog (DC 24), mirage arcana (DC 24), sending

4th (8/day)—dimension door, dimensional anchor, emergency force sphere, greater invisibility, illusory wall (DC 23), mindscape door (DC 23), stoneskin

3rd (8/day)—displacement, fly, gaseous form, hold person (DC 22), matchmaker (DC 22), sepia snake sigil (DC 22)

2nd (8/day)—blur, disguise other, glitterdust (DC 21), hidden presence (DC 21), hideous laughter (DC 21), mirror image, quick change

1st (9/day)—alarm, detect secret doors, grease (DC 20), keep watch, mage armor, shield, ventriloquism

0 (at will)—arcane mark, dancing lights, detect magic, ghost sound, mage hand, mending, open/close, prestidigitation, read magic, resistance, stabilize

Str 18, Dex 26, Con 30, Int 26, Wis 23, Cha 29

Base Atk +23; CMB +27; CMD 54 (58 vs. trip)

Feats Combat Expertise, Combat Reflexes, Eschew Materials, Greater Feint, Greater Vital Strike, Improved Feint, Improved Initiative, Improved Vital Strike, Magical TailB x8, Quicken SLA (greater invisibility), Sorcerer’s Gift, Vital Strike, Weapon Finesse

Skills Acrobatics +34, Bluff +43, Climb +30, Diplomacy +35, Disguise +43, Escape Artist +31, Fly +34, Heal +29, Intimidate +35, Knowledge (all) +19, Perception +40, Sense Motive +32, Sleight of Hand +34, Spellcraft +31, Stealth +34, Swim +30, Survival +32, Use Magic Device +32; Racial Modifiers +8 Bluff, Disguise and Perception

Languages Abyssal, Celestial, Common, Elven, Infernal, Sylvan; telepathy 30 ft.

SQ change shape (any humanoid or fox, alter self or beast shape II), fox marble, gumiho magic, primal hunter, strength of the ages, trickster

Gear fox marble, diamond worth 25.000 gp (for wish)

Change Shape (Su)
A gumiho when assume a humanoid form retains its claw attacks. It always has at least one of its tails while in its humanoid form (can decide to keep them up to all 9 but never 0) and the fox ears, but can hide it with Disguise checks as usual. When assume the fox form it can chose to keep more than one tail but in that case it loses the Disguise bonus given by the polymorph effect. Otherwise this ability works like the normal Change Shape.

Eldritch Shield (Su)
A gumiho gains its Charisma modifier as a deflection bonus to AC and CMD and as a racial bonus to all saving throw.

Energy Drain (Su)
A gumiho has energy drain (2 levels) on its bite attack. In case of a critical hit the negative levels are only doubled not quadrupled.

Foxfire (Su)
A gumiho can fire a bolt of supernatural flame as a standard action with a ranged attack within 60 ft. The attack deals 1d6 damage per HD of the gumiho on a successful hit, half damage is fire when the other half is supernatural in origin and is therefore not subject to being reduced by fire resistance. Any target that takes damage from foxfire must succeed a Will save or be illuminated, as the spell faerie fire, for a number of rounds equal to the HD of the gumiho. The save DC is Charisma-based.

Fox Marble (Su)
A gumiho’s fox marble it’s a magic item that occupies the neck slot and allows the creature to make all Knowledge checks untrained, and gives it a competence bonus on Knowledge checks equal to ½ its Hit Dice. A gumiho cannot use its energy drain, foxfire and sapping critical abilities and lose its eldritch shield and guileful charm abilities if it is not wearing its fox marble. The fox marble not meld into the gumiho body when it use a polymorph effect, no matter what form it takes, and remains prominently visible on its chest unless it hides it with external means (such as with clothes when in human form).

Guileful Charm (Su)
Any creature conversing with a gumiho for an uninterrupted minute must succeed a DC 30 Will save or be charmed by the gumiho for one hour. A creature that succeeds this save is immune to this effect for the next 24 hours, but does not realize that the gumiho tried to charm him. This is a charm, mind-affecting effect. The save DC is Charisma-based.

Gumiho Magic (Su)
A gumiho casts spells as a sorcerer of its HD.

Livers Dependence (Ex)
A gumiho has a severe addiction to humanoid livers. For each day it doesn't eat a humanoid liver it must make a DC 20 Fortitude and Will saving throw. If it fails the Fortitude save, it takes -2 on all attack roll, saving throws and skill checks until it feeds on a humanoid liver. If it fails the Will save, it’s shaken until it feeds on a humanoid liver. For each day without eating humanoid livers, the DC of the addiction saving throw increases by +1. If it fails multiple Fortitude saving throws, the penalties are cumulative (up to a maximum equal to the HD of the gumiho). If it fails the Will save against addiction when already shaken by this effect, for 10 minutes it loses control and begins hunting humanoids for devour their liver, regardless of friend or foe. After 10 minutes, each round it can re-roll the Will saving throw. If successful, this compulsion ends (at least until the next day when the saving throws against addiction must be redone). If it manages not to eat humanoid livers voluntarily for a number of days equal to its HD (23 for many gumihos), all the penalties (the shaken and the penalties to attack, save and skill if it had failed any of the save during the "period of cure") are immediately removed and it loses the Livers Dependence trait and will never suffer from it again for the rest of its life. The alleviate addiction spell has no effect for this addiction while a wish or miracle spell reduces the remaining days by 1 and removes the need for saving throws for 1 day. A mythic wish spell reduces the remaining days of a number equal to the caster's mythic tier (minimum 2) (this deays does not count for the daily increase of the DC). The "redemption" takes place only if, however, it is the gumiho who wants it in the first place. A gumiho left without eating human livers against its will only obtains the penalties listed above without redeeming itself regardless of how long it takes. If for any reason it feeds on humanoid liver during the "cleansing" period, all penalties are removed but the addiction remains and the treatment must be started over again. Many gumiho, after having re-tasted the humanoid liver after a prolonged period of abstinence but without having finished the "period of cure" often fall into the most total depravity due to the taste that gives them to the head: if it feeds on humanoid liver after more than 15 days of abstinence but before the "period of cure" is completed, it must immediately make a Will save DC 40 roll or take the greater madness Psychosis with immediate onset. The DC of the saving throw for suppressing this madness each day is 45. The only way to remove this madness is a miracle spell cast by a worshiper of a good deity.

Primal Hunter (Su)
A gumiho gains a number of skill ranks in the Survival skill equal to its racial HD. Whenever a gumiho eats the liver of a humanoid creature with an Intelligence score of at least 3, they do not age for one day. This effect is cumulative.

Sapping Critical (Su)
Whenever a gumiho confirms a critical hit against a living creature, it heals damage equal to the damage dealt.

Strength of the Ages (Ex)
A gumiho gains Magical Tail as a bonus feat x8. Additionally, a gumiho can choose to use thought and emotional components instead of verbal and somatic components when casting its sorcerer spells (this allow it to cast spell in base and fox form). Although these thought and emotional components function as outlined in the psychic magic section of Occult Adventure, a gumiho’s spells still count as arcane spells while using thought and emotion components.

Trickster (Ex)
A gumiho gains Bluff, Diplomacy, Disguise, Intimidate, Sense Motive, Sleight of Hand, and Stealth as class skills. A gumiho unlike other magical beast have poor Fortitude save, good Reflex and Will save and use its Charisma bonus with Will saving throws in place of Wisdom. A gumiho gains 8 + Int skill points per racial HD (as a rogue) instead of 2 + Int like other magical beast.
 

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Obly99

Adventurer
Here, I finished the Fox. With Tamamo no Mae I had a rather troubled history: my first campaign with which I approached PF1 (and RPGs in general) was beyond level 10 and with mythic ranks. Heck, I didn't even know how the BaB worked or how the AC was calculated and I had people transforming into colossal ankylosaurs and doing 1000+ damage per turn. But hell did I have fun. Thanks to that experience I loved the mythic / epic levels. The most powerful enemy we met (luckily never faced) was Tamamo no Mae. A magical beast CR 36 / MR 10 that with only her aura (to which I also gave it to mine under the name of seductive presence as a tribute) stopped 8 PG out of 12. My version is a tribute to the one I met (and who killed, reanimated as a zombie and turned into a stone statue to use as a table leg my dwarf PG [I absolutely deserved it, it was my first experience and it was cringe stuff, to say the least, my interpretation of that character]) and deliberately over the top. Even though she has a divine rank 4 and qualifies as a Quasi-Deity, she effectively asphalt a Demi and can get a bad quarter hour through (or defeat under the right conditions) a Lesser. Here is the golden fox, the manipulator:

Tamamo no Mae

CE Medium magical beast (shapechanger)

Init +30 (always first); Senses blindsight 30 ft., darkvision 300 ft., detect good, detect law, divine sense (x3), low-light vision, scent, true seeing; Perception +69

Aura divine (125 ft., DC 36), frightful presence (30 ft., DC 56), seductive presence (DC 56)

AC 91, touch 79, flat-footed 67 (+22 deflection, +18 Dex, +4 divine, +6 dodge, +19 insight, +12 natural)

hp 1.600 hp (40d20+800) regeneration 30 (cold iron and epic)

Fort +89, Ref +85, Will +89; +50 against divination effects

Defensive Abilities eldritch shield, freedom of movement; DR 30/cold iron, epic and lawful; Immune ability damage and drain, charm effects, compulsion effects, death effects, disease, enchantment effects, energy drain, exhaustion, fatigued, illusion effects, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, disintegration and transmutation effects, and death from massive damage; Resistance all elements 30; SR 54; 60 vs. divination

Speed 300 ft., burrow 40 ft. (hardness maximum 8), climb 30 ft., fly 300 ft. (perfect)

Melee bite +62 (6d10+17 plus energy drain), 2 claws +62 (4d10+17/18-20x4 plus energy drain), 9 tails +57 (4d6+10 plus energy drain)

Ranged foxfire +62 touch (40d10+4 divine damage)

Special Attacks energy drain (1 level, DC 56), foxfire (20d10+4, DC 56), guileful charm (DC 56), mythic surge 21/day (+1d12), pounce, rend (2 claws, 4d10+23), sapping critical, sneak attack +20d6

Spell-Like Abilities (CL 23th, concentration +32)

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

At will—animate objects, chaos hammer (DC 40), cloak of chaos (DC 44), commune, contagion (DC 39), dimension door, disintegrate (DC 43), dispel law, dominate person (DC 41), dream, earthquake, etherealness, geas/quest, greater dispel magic, greater teleport, harm (DC 42), implosion (DC 45), inflict critical wonds (DC 40), inflict light wounds (DC 37), invisibility, magic circle against law, magic jar (DC 41), mass inflict light wounds (DC 41), protection from law, scrying (DC 40), sending, shatter (DC 38), summon monster IX (chatic creatures only), tongues, triggered suggestion (DC 40), word of chaos (DC 44)

4/day—wish

3/day—dominate monster (DC 45), insanity (DC 43), mass suggestion (DC 42), quickened greater invisibility, overwhelming presence (DC 45), project image (DC 43), repulsion (DC 42), soul scry [E] (DC 46)

2/day—disguise self, charm person (DC 37), misdirection, invisibility, suggestion (DC 39), displacement, confusion (DC 40), dominate person (DC 41)

1/day—damnation [E] (DC 61), dreamscape [E] (DC 46), greater ruin [E] (DC 46), safe time [E], soul dominion [E] (DC 46)

1/week—contingent resurrection [E], crown of vermin [E] (DC 46), eclipse [E], eidolon [E], lord of nightmares [E], mass frog [E] (DC 46), rain of fire [E] (DC 46)

1/10 years—demise unseen [E] (DC 46)

1/100 years—memento mori [E] (DC 52)

Fox Spells Known (CL 44th; concentration +67)

19th (2/day)

18th (2/day)

17th (2/day)

16th (2/day)

15th (2/day)

14th (2/day)

13th (2/day)

12th (2/day)

11th (2/day)

10th (2/day)

9th (9/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

8th (9/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

7th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

6th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

5th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

4th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

3rd (11/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

2nd (11/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

1st (11/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

0 (at will)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

Psion Power Known (CL 44th; concentration +67; Power Points/Day: 3.343)

9th—any power from the psion/wilder power list;

8th—any power from the psion/wilder power list;

7th—any power from the psion/wilder power list;

6th—any power from the psion/wilder power list;

5th—any power from the psion/wilder power list;

4th—any power from the psion/wilder power list;

3rd—any power from the psion/wilder power list;

2nd—any power from the psion/wilder power list;

1st—any power from the psion/wilder power list;

Str 36, Dex 46, Con 50, Int 48, Wis 46, Cha 54

Base Atk +40; CMB +57; CMD 132 (136 vs. trip in normal and fox form)

Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, Eschew MaterialsB, Greater Feint, Greater Fortitude, Greater Vital Strike, Improved Feint, Improved Initiative, Improved Vital Strike, Run, Magical TailB x8, Vital Strike, Weapon Finesse

Epic Feats Good Fortitude, Improved Dodge, Sixth Sense, Sky Walker, Subtle Body, Superior Initiative, Tenacious Body

Skills Acrobatics +60, Appraise +63, Bluff +69, Climb +33, Craft (torture device) +43, Disguise +69, Fly +53, Heal +62, Intimidate +69, Knowledge (all) +83, Linguistics +63, Perception +69, Perform (dance, sing) +46, Sense Motive +65, Sleight of Hand +65, Spellcraft +63, Stealth +65, Survival +45, Swim +40, Use Magic Device +66

Languages Aboleth, Abyssal, Aklo, Ancient Chinese, Ancient Indian, Ancient Japanese, Aquan, Arabic, Aramaic, Auran, Boggard, Celestial, Common, Coptic, Cyclop, Draconic, Dark Folk, Drow Sign, Druidic, Dwarven, D’ziriak, Elder Thing, Elven, Giant, Gnome, Goblin, Greek, Halfling, Ignan, Infernal, Labial, Latin, Mi-Go, Necril, Orc, Protean, Senzar, Sphinx, Sylvan, Tengu, Terran, Treant, Undercommon, Vegepygmy, Yithian, 14 other languages; tongues, telepathy 100 ft.

SQ change shape (any humanoid or fox, alter self or beast shape II), divine traits (quasi-deity), fox marble, fox magic, grant spells, might, mythic, portfolio (chaos, destruction), primal hunter, profane enlightening, strength of the ages, trickster, virtual size category +1

Gear fox marble, 8 diamond worth 25.000 gp (for wish), other treasures and consumable magic items worth 1.000.000 gp, luxurious clothes worth 20.000 gp

Divine Abilities

• Cozen (Su): You can steal the abilities of other beings (DC 56).

• Dream Stealer (Ex): You can steal the thoughts and dreams of others (DC 56).

• Learned Spell Immunity (Su): You can adapt to a spellcasters spells.

• Perfect Initiative (Ex): You always go first.

Divine Abilities (stolen with Cozen)

• Apocrypha (Su): You are difficult to detect or scry.

• Divine Sneak Attack (Ex): Half your sneak attack damage is treated as divine damage.

• Eternal Freedom (Su): You are immune to spells and effects which impede movement.

• Gravitas (Su): You increase the power of your abilities each round.


Chaos Portfolio Traits (Quasi-Deity)

Hostile Environment (lawful): Tamamo no Mae take a competence penalty (equal to her divine rank) on all die rolls while in a lawful aligned environment.

Axiomatic Vulnerability: Tamamo no Mae suffer 50% extra damage from lawful based attacks and spells.

• Transmutation Immunity: Tamamo no Mae is immune to transmutation based attacks.

• Scion of Chaos (Su): Competence bonus (equal to Tamamo no Mae divine rank) on attack rolls, damage rolls and armor class while she is within a chaos aligned locale.

• Improved Summoning (Chaos): Chaotic creatures summoned by Tamamo no Mae have 50% more HD.


Destruction Portfolio Traits (Quasi-Deity)

Healing Resistance: Tamamo no Mae only gain 50% effect from healing effects and spells (already calculated).

Lemming’s Wisdom: Tamamo no Mae take a competence penalty to wisdom (equal to her divine rank) (already calculated).

• Disintegration Immunity: Tamamo no Mae is immune to disintegration based spells and effects.

• Scion of Destruction (Su): Competence bonus (equal to Tamamo no Mae divine rank) on damage rolls (already calculated).

• Enraged Summoning: Creatures summoned by Tamamo no Mae gain damage bonus equal to her divine rank.

Change Shape (Su)
Tamamo no Mae when assume a humanoid form retains her claw attacks and a number of tail attack equal of the number of the keeped tails. She always has at least one of her tails while in her humanoid form (can decide to keep them up to all 9 but never 0) and the fox ears, but can hide it with Disguise checks as usual. When assume the fox form she can chose to keep more than one tail but in that case she loses the Disguise bonus given by the polymorph effect. Tamamo no Mae when assume a fox form retains a number of tail attack equal of the number of the keeped tails. True Seeing or similar effects unless heightened to 9th level, do not allow a creature to see through this polymorph effect. Otherwise this ability works like the normal Change Shape.

Eldritch Shield (Su)
Tamamo no Mae gains her Charisma modifier as a deflection bonus to AC and CMD and as a racial bonus to all saving throw, and her Intelligence modifier as an insight bonus to AC, CMD and to all saving throw.

Energy Drain (Su)
Tamamo no Mae has energy drain (1 level) on her natural weapons. In case of a critical hit the negative level is only doubled not quadrupled.

Foxfire (Su)
As a full round action, Tamamo no Mae can hurls 4 balls of pure divine energy at her foe. This ability work as fireball with the exception that deal 20d10+4 divine damage, the Reflex save DC is 56, its a supernatural not subject to SR and the range for each ball is 300 feet. Any target that takes damage from foxfire must succeed a Will save DC 56 or be illuminated, as the spell faerie fire, for 40 rounds. Alternatively, Tamamo no Mae can fire a single bolt of foxfire as a standard with a ranged touch attack within 300 ft. This version do not have a radial explosion (only the target take damage if the attack roll hit) or a Reflex save for half damage (but must still make the Will save) and deals 40d10+4. The save DC is Charisma-based.

Fox Magic (Su)
Tamamo no Mae has two spell list/psionic list. For all two she cast the spell/manifest power as caster/manifestation level equal to her HD. The first spell list casts spells as a sorcerer but from the sorcer/wizard-cleric/oracle-druid-psychic spell list. The second is that of the psion/wilder. Her spell casting modifier for all of them is Intelligence. The save DC (if any) is 33 + spell level.

Fox Marble (Su)
Tamamo no Mae fox marble it’s a magic item that occupies the neck slot and allows the creature to make all Knowledge checks untrained, and gives her a competence bonus on Knowledge checks equal to ½ her Hit Dice. Tamamo no Mae cannot use her energy drain, foxfire and sapping critical abilities and lose her eldritch shield and guileful charm abilities if she is not wearing her fox marble. The fox marble not meld into Tamamo no Mae body when she use a polymorph effect, no matter what form she takes, and remains prominently visible on her chest unless she hides it with external means (such as with clothes when in human form).

Grant Spells (Su)
Tamamo no Mae can grant up to 9th-level spells. She give access to the Chaos, Charm, Evil, and Trickery Domains and Captivation (Charm), Corruption (Evil), Deception (Trickery), Demon (Chaos, Evil), Entropy (Chaos), and Whimsy (Chaos) subdomains.

Guileful Charm (Su)
Any creature conversing with Tamamo no Mae for an uninterrupted minute must succeed a DC 56 Will save or be dominated (as dominate monster) by the monster for 40 days. A creature that succeeds this save is immune to this effect for the next 24 hours, but does not realize that Tamamo no Mae tried to charm him. This is a compulsion, mind-affecting effect. The save DC is Charisma-based.

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

Mythic (Ex)
Tamamo no Mae has Mythic Power (21/day, Surge +1d12) and counts as a 10th-tier Mythic creature. Tamamo no Mae for calculate her daily use of mythic power calculate her mythic ability as a tier instead of rank giving her uses of 3 + 2 x every mythic tier after the first instead of equal to mythic rank like the normal monster. Tamamo no Mae can use any of her spell-like abilities, spells and power effect as the Mythic versions of those spells/power (if a Mythic version of that effect exists), expending Mythic Power as normal. Tamamo no Mae can also expend Mythic Power to use the augmented versions of these effects.

Profane Enlightening (Su)
Millennia of profaning and stealing magical secrets from the gods have paid off. Tamamo no Mae know all spell and power for the spell list and manifestation list of her fox magic ability.

Sapping Critical (Su)
Whenever Tamamo no Mae confirms a critical hit against a living creature, it heals damage equal to the damage dealt.

Seductive Presence (Su)
Whenever Tamamo no Mae is in humanoid form, all creatures that see her must make a Will save DC 56 or be fascinated for as long as she is in sight. After she leaves the creature's sight, the effect changes to the equivalent of geas/quest (including penalties for each day not following the compulsion) where the compulsion is to seek out Tamamo no Mae in order to worship her. As soon as Tamamo no Mae re-enters the creature's view, the effect returns to being fascinated. The effect lasts for 40 days. Multiple failed saves only reset the 40 days duration. A creature that succeeds this save is immune to this effect for the next 24 hours. If a creature under this effect is targeted with a hostile effect by Tamamo no Mae (attack, non-harmless spell, etc.), he can re-roll the save with a +4, but only once per round regardless of how many times is targeted with a hostile effect in one round by Tamamo no Mae. The fascinate effect is a charming, mind-affecting effect based on sight while the geas/quest is a compulsion, curse, mind-affecting effect. The save DC is Charisma-based.

Strength of the Ages (Ex)
Tamamo no Mae gains Magical Tail as a bonus feat x8. Additionally, Tamamo no Mae can choose to use thought and emotional components instead of verbal and somatic components when casting her fox spells (this allow her to cast spell in base and fox form). Although these thought and emotional components function as outlined in the psychic magic section of Occult Adventure, Tamamo no Mae’s fox spells still count as arcane spells while using thought and emotion components.

Trickster (Ex)
Tamamo no Mae gains Bluff, Diplomacy, Disguise, Intimidate, Sense Motive, Sleight of Hand, and Stealth as class skills. Tamamo no Mae unlike other magical beast have poor Fortitude save, good Reflex and Will save and use her Charisma bonus with Will saving throws in place of Wisdom. Tamamo no Mae gains 8 + Int skill points per racial HD (as a rogue) instead of 2 + Int like other magical beast.
 

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Bootlebat

Explorer
Here, I finished the Fox. With Tamamo no Mae I had a rather troubled history: my first campaign with which I approached PF1 (and RPGs in general) was beyond level 10 and with mythic ranks. Heck, I didn't even know how the BaB worked or how the AC was calculated and I had people transforming into colossal ankylosaurs and doing 1000+ damage per turn. But hell did I have fun. Thanks to that experience I loved the mythic / epic levels. The most powerful enemy we met (luckily never faced) was Tamamo no Mae. A magical beast CR 36 / MR 10 that with only her aura (to which I also gave it to mine under the name of seductive presence as a tribute) stopped 8 PG out of 12. My version is a tribute to the one I met (and who killed, reanimated as a zombie and turned into a stone statue to use as a table leg my dwarf PG [I absolutely deserved it, it was my first experience and it was cringe stuff, to say the least, my interpretation of that character]) and deliberately over the top. Even though she has a divine rank 4 and qualifies as a Quasi-Deity, she effectively asphalt a Demi and can get a bad quarter hour through (or defeat under the right conditions) a Lesser. Here is the golden fox, the manipulator:

Tamamo no Mae

CE Medium magical beast (shapechanger)

Init +30 (always first); Senses blindsight 30 ft., darkvision 300 ft., detect good, detect law, divine sense (x3), low-light vision, scent, true seeing; Perception +69

Aura divine (125 ft., DC 36), frightful presence (30 ft., DC 56), seductive presence (DC 56)

AC 89, touch 79, flat-footed 65 (+22 deflection, +18 Dex, +4 divine, +6 dodge, +19 insight, +10 natural)

hp 1.600 hp (40d20+800) regeneration 30 (cold iron and epic)

Fort +89, Ref +85, Will +89; +50 against divination effects

Defensive Abilities eldritch shield, freedom of movement; DR 30/cold iron, epic and lawful; Immune ability damage and drain, charm effects, compulsion effects, death effects, disease, enchantment effects, energy drain, exhaustion, fatigued, illusion effects, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, disintegration and transmutation effects, and death from massive damage; Resistance all elements 30; SR 54; 60 vs. divination

Speed 300 ft., burrow 40 ft. (hardness maximum 8), climb 30 ft., fly 300 ft. (perfect)

Melee bite +62 (6d10+17 plus energy drain), 2 claws +62 (4d10+17/18-20x4 plus energy drain), 9 tails +57 (4d6+10 plus energy drain)

Ranged foxfire +62 touch (40d10+4 divine damage)

Special Attacks energy drain (1 level, DC 56), foxfire (20d10+4, DC 56), guileful charm (DC 56), mythic surge 21/day (+1d12), pounce, rend (2 claws, 4d10+23), sapping critical, sneak attack +20d6

Spell-Like Abilities (CL 23th, concentration +32)

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

At will—animate objects, chaos hammer (DC 40), cloak of chaos (DC 44), commune, contagion (DC 39), dimension door, disintegrate (DC 43), dispel law, dominate person (DC 41), dream, earthquake, etherealness, geas/quest, greater dispel magic, greater teleport, harm (DC 42), implosion (DC 45), inflict critical wonds (DC 40), inflict light wounds (DC 37), invisibility, magic circle against law, magic jar (DC 41), mass inflict light wounds (DC 41), protection from law, scrying (DC 40), sending, shatter (DC 38), summon monster IX (chatic creatures only), tongues, triggered suggestion (DC 40), word of chaos (DC 44)

4/day—wish

3/day—dominate monster (DC 45), insanity (DC 43), mass suggestion (DC 42), quickened greater invisibility, overwhelming presence (DC 45), project image (DC 43), repulsion (DC 42), soul scry [E] (DC 46)

2/day—disguise self, charm person (DC 20), misdirection, invisibility, suggestion (DC 22), displacement, confusion (DC 23), dominate person (DC 24)

1/day—damnation [E] (DC 61), dreamscape [E] (DC 46), greater ruin [E] (DC 46), safe time [E], soul dominion [E] (DC 46)

1/week—contingent resurrection [E], crown of vermin [E] (DC 46), eclipse [E], eidolon [E], lord of nightmares [E], mass frog [E] (DC 46), rain of fire [E] (DC 46)

1/10 years—demise unseen [E] (DC 46)

1/100 years—memento mori [E] (DC 52)

Fox Spells Known (CL 44th; concentration +67)

19th (2/day)

18th (2/day)

17th (2/day)

16th (2/day)

15th (2/day)

14th (2/day)

13th (2/day)

12th (2/day)

11th (2/day)

10th (2/day)

9th (9/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

8th (9/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

7th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

6th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

5th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

4th (10/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

3rd (11/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

2nd (11/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

1st (11/day)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

0 (at will)—any spells from the cleric/oracle, druid, psychic and sorcerer/wizard spell list;

Psion Power Known (CL 44th; concentration +67; Power Points/Day: 3.343)

9th—any power from the psion/wilder power list;

8th—any power from the psion/wilder power list;

7th—any power from the psion/wilder power list;

6th—any power from the psion/wilder power list;

5th—any power from the psion/wilder power list;

4th—any power from the psion/wilder power list;

3rd—any power from the psion/wilder power list;

2nd—any power from the psion/wilder power list;

1st—any power from the psion/wilder power list;

Str 36, Dex 46, Con 50, Int 48, Wis 46, Cha 54

Base Atk +40; CMB +57; CMD 132 (136 vs. trip in normal and fox form)

Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, Eschew MaterialsB, Greater Feint, Greater Fortitude, Greater Vital Strike, Improved Feint, Improved Initiative, Improved Vital Strike, Run, Magical TailB x8, Vital Strike, Weapon Finesse

Epic Feats Good Fortitude, Improved Dodge, Sixth Sense, Sky Walker, Subtle Body, Superior Initiative, Tenacious Body

Skills Acrobatics +60, Appraise +63, Bluff +69, Climb +33, Craft (torture device) +43, Disguise +69, Fly +53, Heal +62, Intimidate +69, Knowledge (all) +83, Linguistics +63, Perception +69, Perform (dance, sing) +46, Sense Motive +65, Sleight of Hand +65, Spellcraft +63, Stealth +65, Survival +45, Swim +40, Use Magic Device +66

Languages Aboleth, Abyssal, Aklo, Ancient Chinese, Ancient Indian, Ancient Japanese, Aquan, Arabic, Aramaic, Auran, Boggard, Celestial, Common, Coptic, Cyclop, Draconic, Dark Folk, Drow Sign, Druidic, Dwarven, D’ziriak, Elder Thing, Elven, Giant, Gnome, Goblin, Greek, Halfling, Ignan, Infernal, Labial, Latin, Mi-Go, Necril, Orc, Protean, Senzar, Sphinx, Sylvan, Tengu, Terran, Treant, Undercommon, Vegepygmy, Yithian, 14 other languages; tongues, telepathy 100 ft.

SQ change shape (any humanoid or fox, alter self or beast shape II), divine traits (quasi-deity), fox marble, fox magic, grant spells, might, mythic, portfolio (chaos, destruction), primal hunter, profane enlightening, strength of the ages, trickster, virtual size category +1

Gear fox marble, 8 diamond worth 25.000 gp (for wish), other treasures and consumable magic items worth 1.000.000 gp, luxurious clothes worth 20.000 gp

Divine Abilities

• Cozen (Su): You can steal the abilities of other beings (DC 56).

• Dream Stealer (Ex): You can steal the thoughts and dreams of others (DC 56).

• Learned Spell Immunity (Su): You can adapt to a spellcasters spells.

• Perfect Initiative (Ex): You always go first.

Divine Abilities (stolen with Cozen)

• Apocrypha (Su): You are difficult to detect or scry.

• Eternal Freedom (Ex): You are immune to spells and effects which impede movement.

• Divine Sneak Attack (Ex): Half your sneak attack damage is treated as divine damage.

• Gravitas (Su): You increase the power of your abilities each round.


Chaos Portfolio Traits (Quasi-Deity)

Hostile Environment (lawful): Tamamo no Mae take a competence penalty (equal to her divine rank) on all die rolls while in a lawful aligned environment.

Axiomatic Vulnerability: Tamamo no Mae suffer 50% extra damage from lawful based attacks and spells.

• Transmutation Immunity: Tamamo no Mae is immune to transmutation based attacks.

• Scion of Chaos (Su): Competence bonus (equal to Tamamo no Mae divine rank) on attack rolls, damage rolls and armor class while she is within a chaos aligned locale.

• Improved Summoning (Chaos): Chaotic creatures summoned by Tamamo no Mae have 50% more HD.


Destruction Portfolio Traits (Quasi-Deity)

Healing Resistance: Tamamo no Mae only gain 50% effect from healing effects and spells (already calculated).

Lemming’s Wisdom: Tamamo no Mae take a competence penalty to wisdom (equal to her divine rank) (already calculated).

• Disintegration Immunity: Tamamo no Mae is immune to disintegration based spells and effects.

• Scion of Destruction (Su): Competence bonus (equal to Tamamo no Mae divine rank) on damage rolls (already calculated).

• Enraged Summoning: Creatures summoned by Tamamo no Mae gain damage bonus equal to her divine rank.

Change Shape (Su)
Tamamo no Mae when assume a humanoid form retains her claw attacks and a number of tail attack equal of the number of the keeped tails. She always has at least one of her tails while in her humanoid form (can decide to keep them up to all 9 but never 0) and the fox ears, but can hide it with Disguise checks as usual. When assume the fox form she can chose to keep more than one tail but in that case she loses the Disguise bonus given by the polymorph effect. Tamamo no Mae when assume a fox form retains a number of tail attack equal of the number of the keeped tails. True Seeing or similar effects unless heightened to 9th level, do not allow a creature to see through this polymorph effect. Otherwise this ability works like the normal Change Shape.

Eldritch Shield (Su)
Tamamo no Mae gains her Charisma modifier as a deflection bonus to AC and CMD and as a racial bonus to all saving throw, and her Intelligence modifier as an insight bonus to AC, CMD and to all saving throw.

Energy Drain (Su)
Tamamo no Mae has energy drain (1 level) on her natural weapons. In case of a critical hit the negative level is only doubled not quadrupled.

Foxfire (Su)
As a full round action, Tamamo no Mae can hurls 4 balls of pure divine energy at her foe. This ability work as fireball with the exception that deal 20d10+4 divine damage, the Reflex save DC is 56, its a supernatural not subject to SR and the range for each ball is 300 feet. Any target that takes damage from foxfire must succeed a Will save DC 56 or be illuminated, as the spell faerie fire, for 40 rounds. Alternatively, Tamamo no Mae can fire a single bolt of foxfire as a standard with a ranged touch attack within 300 ft. This version do not have a radial explosion (only the target take damage if the attack roll hit) or a Reflex save for half damage (but must still make the Will save) and deals 40d10+4. The save DC is Charisma-based.

Fox Magic (Su)
Tamamo no Mae has two spell list/psionic list. For all two she cast the spell/manifest power as caster/manifestation level equal to her HD. The first spell list casts spells as a sorcerer but from the sorcer/wizard-cleric/oracle-druid-psychic spell list. The second is that of the psion/wilder. Her spell casting modifier for all of them is Intelligence. The save DC (if any) is 33 + spell level.

Fox Marble (Su)
Tamamo no Mae fox marble it’s a magic item that occupies the neck slot and allows the creature to make all Knowledge checks untrained, and gives her a competence bonus on Knowledge checks equal to ½ her Hit Dice. Tamamo no Mae cannot use her energy drain, foxfire and sapping critical abilities and lose her eldritch shield and guileful charm abilities if she is not wearing her fox marble. The fox marble not meld into Tamamo no Mae body when she use a polymorph effect, no matter what form she takes, and remains prominently visible on her chest unless she hides it with external means (such as with clothes when in human form).

Grant Spells (Su)
Tamamo no Mae can grant up to 9th-level spells. She give access to the Animal, Chaos, Charm, and Evil Domains and Captivation (Charm), Corruption (Evil), Demon (Chaos, Evil), Entropy (Chaos), Fur (Animal), and Whimsy (Chaos) subdomains.

Guileful Charm (Su)
Any creature conversing with Tamamo no Mae for an uninterrupted minute must succeed a DC 56 Will save or be dominated (as dominate monster) by the monster for 40 days. A creature that succeeds this save is immune to this effect for the next 24 hours, but does not realize that Tamamo no Mae tried to charm him. This is a compulsion, mind-affecting effect. The save DC is Charisma-based.

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

Mythic (Ex)
Tamamo no Mae has Mythic Power (21/day, Surge +1d12) and counts as a 10th-tier Mythic creature. Tamamo no Mae for calculate her daily use of mythic power calculate her mythic ability as a tier instead of rank giving her uses of 3 + 2 x every mythic tier after the first instead of equal to mythic rank like the normal monster. Tamamo no Mae can use any of her spell-like abilities, spells and power effect as the Mythic versions of those spells/power (if a Mythic version of that effect exists), expending Mythic Power as normal. Tamamo no Mae can also expend Mythic Power to use the augmented versions of these effects.

Profane Enlightening (Su)
Millennia of profaning and stealing magical secrets from the gods have paid off. Tamamo no Mae know all spell and power for the spell list and manifestation list of her fox magic ability.

Sapping Critical (Su)
Whenever Tamamo no Mae confirms a critical hit against a living creature, it heals damage equal to the damage dealt.

Seductive Presence (Su)
Whenever Tamamo no Mae is in humanoid form, all creatures that see her must make a Will save DC 56 or be fascinated for as long as she is in sight. After she leaves the creature's sight, the effect changes to the equivalent of geas/quest (including penalties for each day not following the compulsion) where the compulsion is to seek out Tamamo no Mae in order to worship her. As soon as Tamamo no Mae re-enters the creature's view, the effect returns to being fascinated. The effect lasts for 40 days. Multiple failed saves only reset the 40 days duration. A creature that succeeds this save is immune to this effect for the next 24 hours. The fascinate effect is a charming, mind-affecting effect based on sight while the geas/quest is a compulsion, curse, mind-affecting effect. The save DC is Charisma-based.

Strength of the Ages (Ex)
Tamamo no Mae gains Magical Tail as a bonus feat x8. Additionally, Tamamo no Mae can choose to use thought and emotional components instead of verbal and somatic components when casting her fox spells (this allow her to cast spell in base and fox form). Although these thought and emotional components function as outlined in the psychic magic section of Occult Adventure, Tamamo no Mae’s fox spells still count as arcane spells while using thought and emotion components.

Trickster (Ex)Tamamo no Mae gains Bluff, Diplomacy, Disguise, Intimidate, Sense Motive, Sleight of Hand, and Stealth as class skills. Tamamo no Mae unlike other magical beast have poor Fortitude save, good Reflex and Will save and use her Charisma bonus with Will saving throws in place of Wisdom. Tamamo no Mae gains 8 + Int skill points per racial HD (as a rogue) instead of 2 + Int like other magical beast.
Is she a Gumiho also? Or does she just also have a fox theme?
 

Obly99

Adventurer
Is she a Gumiho also? Or does she just also have a fox theme?
Yes and no. Tamamo no Mae in mythology is a kitsune or something very similar. The Gumiho could be defined as the Korean "cousins" of the Japanese kitsune but absolutely more malevolent. For my Tamamo no Mae I used as the base creature the Gumiho (removing the more dustintivi traits such as the obsession for the liver) because the Kitsune in PF is a playable race. In short, no, Tamamo no Mae is not a Gumiho, she is a foxlike monster (her true form is a golden fox the size of a wolf with 9 tails) with many traits in common with the Kitsune, Gumiho and all the shapeshifting fox that abound in Eastern culture.
 
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Obly99

Adventurer
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

Adventurer
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, 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.

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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Last edited:

Obly99

Adventurer
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.
 
Last edited:

Beefermatic

Adventurer
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

Adventurer
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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