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OrochiCreature 18


RareCEGargantuanAmphibiousBeast
Source Pathfinder #168: King of the Mountain
Perception +33 (darkvision, low-light vision)
Languages Aklo, Common, Draconic
Skills Acrobatics +30, Athletics +36, Intimidation +31, Survival +29
Str +10, Dex +6, Con +10, Int +5, Wis +4, Cha +6

AC 42 all-around vision; Fort +33; Reflex +30; Will +27;
HP 400 (HP (head) 60, multiple heads;)
Speed 30 feet (swim 60 feet)
Resistances Poison 15

Jaws One Action +35 (+30, +25) to hit (reach 40) 3d12+18 Piercing
Tail One Action +35 (+31, +27) to hit (agile, magical, reach 50) 3d10+18 Bludgeoning
Rock One Action +34 (+29, +24) to hit (brutal, range increment 100) 3d8+18 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Multiple Heads

A creature can attempt to sever one of the orochi's eight heads by specifically targeting it and dealing damage equal to the head's HP. A head not completely severed returns to full HP at the end of the attacking creature's turn. An orochi that loses all of their heads immediately dies.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Frightful Presence (aura, emotion, fear, mental)

60 feet Aura, DC 37 will save


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Head: Weaknesses and Immunities

HP 60, multiple heads

Immunities area damage

Weaknesses cold iron 15

Resistances poison 15

Multiple Opportunities

The orochi gains an extra reaction per round for each of their heads that remains beyond the first, which it can use only to make Attacks of Opportunity. They can't use more than 1 reaction on the same triggering action, and the orochi must use a different head for each Attack of Opportunity.

Orochi Flurry Two Actions

The orochi makes a number of jaws Strikes equal to the number of their remaining heads, each against a different target. The orochi's multiple attack penalty doesn't increase until after the orochi makes all of their attacks.

Swallow Whole One Action (attack)

Huge, 2d12+18 bludgeoning damage, Rupture 40


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.

Improved Knockdown Free Action

The monster can use Knockdown as a free action triggered by a hit with its initial attack.


An orochi is an enormous serpent with eight heads and eight tails that lives among large waterways. Orochi are vile, amoral creatures kept at bay only with yearly sacrifices. Most settlements unable to satisfy an orochi with a sacrifice soon meet their destruction.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.