Orochi
Orochi
A yokai with potent poison and exceptional grappling skills with its snake tail. The serpantine cleverness of the yokai and its high intelligence make them great wizards.
Orochi are cold blooded manipulators and schemers. Lacking the compassion and empathy of others. They can relied upon to isolate themselves and creatre intricate plans to enrich and empower themselves. However when placed in an incenttive structure that pushes them to behave pro-socially, like a long term market context, they will typcically behave in a way that benefits others, merely because doing so benefits themselves in the long run as well.
ability score increase:
+2 INT, +1 CON
age:
Immortal
Size:
Medium
speed:
30
Languages:
Japanese
race features:
Darkvision Snake Form - The Orochi can swich between a normal human like form and one that has the lower body of a snake. While in the snake form you gain the ability to climb surfaces you can coil around like tree trunks or branches at the same speed as your normal movement and without needing to make an acrobatics check. Constriction - While in your snake form you are able to use your tail to grapple, leaving both of your hands free. Additionally once grappled, and every subsequent turn the target is grappled, they will take 1d6 x proficiency score bludgeoning damage. Venom - You can cast Ray of Sickness a number of times equal to your proficiency modifier per long rest. This can only be used as a melee attack by biting your target. Add an additional 1d8 poison damage at levels 4, 8, 12, 16, and 20. You are immune to poison damage and the poison condition Special Feat - Cold Blooded Killer - Nure Onna
Darkvision Snake Form - The Orochi can swich between a normal human like form and one that has the lower body of a snake. While in the snake form you gain the ability to climb surfaces you can coil around like tree trunks or branches at the same speed as your normal movement and without needing to make an acrobatics check. Constriction - While in your snake form you are able to use your tail to grapple, leaving both of your hands free. Additionally once grappled, and every subsequent turn the target is grappled, they will take 1d6 x proficiency score bludgeoning damage. Venom - You can cast Ray of Sickness a number of times equal to your proficiency modifier per long rest. This can only be used as a melee attack by biting your target. Add an additional 1d8 poison damage at levels 4, 8, 12, 16, and 20. You are immune to poison damage and the poison condition Special Feat - Cold Blooded Killer - Nure Onna
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