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<blockquote data-quote="dave2008" data-source="post: 8989153" data-attributes="member: 83242"><p>[ATTACH=full]281597[/ATTACH]</p><p><a href="http://www.merzo.net/Gallery_Dungeons_and_Dragons/Orcus.htm" target="_blank">Orcus</a> by Jeff Russel</p><p></p><table style='width: 100%'><tr><td><strong><span style="font-size: 22px">Orcus (WIP)</span></strong></td><td><strong>Challenge</strong> 28</td></tr><tr><td><em>Huge fiend (demon prince), chaotic evil</em></td><td>240,000 Elite XP</td></tr></table><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class</strong> 18 (natural armor), 21 with the Wand of Orcus</p><p><strong>Hit Points</strong> 837 (54d12 + 486; bloodied 418)</p><p><strong>Speed </strong>50 ft., fly 120 ft.</p><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>30 (+10)</td><td>20 (+5)</td><td>29 (+9)</td><td>30 (+10)</td><td>30 (+10)</td><td>27 (+8)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Saving Throws</strong> Dex +13, Con +17, Int+18, Wis +18</p><p><strong>Skills </strong>arcana + 26, insight +18, intimidation +16, perception +18</p><p><strong>Damage Resistances </strong>cold, fire, lightning</p><p><strong>Damage Immunities</strong> necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened, petrified, poisoned</p><p><strong>Senses </strong>truesight 480 ft., Passive Perception 28</p><p><strong>Languages </strong>all, telepathy 240 ft</p><p><strong>Proficiency Bonus</strong> +8 <strong>Maneuver DC</strong> 26</p><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong><em>Abyssal Might. </em></strong>While in the Abyss, Orcus's attacks ignore all resistances of creatures with less than 19 hit dice and it scores a critical hit on a roll of 18 or greater.</p><p></p><p><em><strong>Banishment.</strong></em> When Orcus drops to 0 hit points, and he is not in Thanatos, his body is destroyed but his essence travels back to his domain in Thanatos, and is unable to take physical form for a time.</p><p></p><p><strong><em>Demon Prince (Elite Trait; 1/Rest). </em></strong>The first time Orcus is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and its Elite Actions and Traits are active for 1 hour.</p><p></p><p><em><strong>Immutable Form.</strong></em> Orcus is immune to any spell or effect that would alter its form.</p><p></p><p><strong><em>Limited Magic Immunity.</em></strong> Unless he wishes to be affected, Orcus is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Mephistopheles has disadvantage on the attack roll.</p><p></p><p><strong><em>Lord of Thanatos.</em></strong> While on Thanatos, Orcus can’t be surprised, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.</p><p></p><p><em><strong>Prince of Undeath.</strong></em> When Orcus casts <a href="https://www.dndbeyond.com/spells/animate-dead" target="_blank"><em>animate dead</em></a> or <a href="https://www.dndbeyond.com/spells/create-undead" target="_blank"><em>create undead</em></a>, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast <a href="https://www.dndbeyond.com/spells/create-undead" target="_blank"><em>create undead</em></a> even when it isn’t night.</p><p></p><p>At the start of Orcus’s turn, any creature killed by the Wand of Orcus that is still dead rises as a <a href="https://www.dndbeyond.com/monsters/17064-wraith" target="_blank">wraith</a> under Orcus’s command.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack. </em></strong>Orcus makes two attacks: any combination of Slam and Wand of Orcus attacks. He can replace one of these with a Necrotic Bolt or Tail attack.</p><p></p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack: </em>+18 to hit, reach 10 ft., one target. <em>Hit: </em>20 (3d6 + 10) magical bludgeoning damage plus 27 (6d8) force damage and the target must succeed on DC 26 Strength saving throw or knocked prone and dazed until the end of Orcus's next turn.</p><p></p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack: </em>+18 to hit, reach 15 ft., one target. <em>Hit: </em>17 (3d4 + 10) magical piercing damage plus 9 (2d8) poison damage and is poisoned. A creature poisoned this way takes 9 (2d8) poison damage at the start of each of its turns. The creature can make additional saving throws at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><strong><em>Wand of Orcus. </em></strong><em>Melee Weapon Attack: </em>+21 to hit, reach 10 ft., one target. <em>Hit: </em>26 (3d8 + 13) magical bludgeoning damage plus 32 (5d12) necrotic damage and one level of exhaustion.</p><p></p><p><strong><em>Necrotic Bolt. </em></strong>Orcus hurls at bolt of necrotic energy at a creature he can see within 600 feet of him. The bolt deals 27 (6d8) necrotic damage to the target, striking unerringly.</p><p></p><p><strong><em>Death Touch (1/Rest). </em></strong><em>Melee Spell Attack: </em>+16 to hit, reach 10 ft., one mortal creature. <em>Hit: </em>110 (20d10) necrotic damage and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature survives this damage, it must make a death saving throw or die.</p><p></p><p><em><strong>Innate Spellcasting. </strong></em>Orcus’s spell casting ability is Charisma (spell save DC 24, +16 to hit with attack spells). Orcus can innately cast the following spells, requiring no material components:</p><p></p><p>At will: <em><a href="https://www.dndbeyond.com/spells/animate-dead" target="_blank"><em>animate dead</em></a>, </em><a href="https://a5e.tools/spell/bestow-curse" target="_blank"><em><em>bestow curse</em></em></a><em><em>, </em> </em><a href="https://a5e.tools/spell/inflict-wounds" target="_blank"><em>inflict wounds</em></a><em> (3rd level), </em><a href="https://a5e.tools/spell/vampiric-touch" target="_blank"><em>vampiric touch</em></a></p><p>3/day each: <a href="https://a5e.tools/spell/contagion" target="_blank"><em>contagion</em></a><em> (flesh rot), <em><a href="https://www.dndbeyond.com/spells/create-undead" target="_blank"><em>create undead</em></a></em>, </em><a href="https://a5e.tools/spell/eyebite" target="_blank"><em>eyebite</em></a><em>, </em><a href="https://a5e.tools/spell/harm" target="_blank"><em>harm</em></a></p><p>2/day each: <a href="https://a5e.tools/spell/finger-death" target="_blank"><em><em><em>finger of death</em></em></em></a><em><em><em>, <em><em><em><a href="https://a5e.tools/spell/forcecage" target="_blank">forcecage</a>, </em></em><a href="https://www.dndbeyond.com/spells/plane-shift" target="_blank">plane shift</a>, </em></em></em></em></p><p>1/day each: <em> <em><a href="https://www.dndbeyond.com/spells/power-word-kill" target="_blank">power word kill</a></em>, <a href="https://www.dndbeyond.com/spells/wish" target="_blank"><em>wish</em></a> </em>(only to replicate a spell)</p><p></p><p>[spoiler=Spells]</p><p><strong><em>Inflict Wounds (3rd level).</em></strong> <em>Melee Spell Attack: </em>+16 to hit, reach 10 ft., one creature. <em>Hit: </em>17 (5d10) necrotic damage.</p><p></p><p><strong><em>Harm (6th level).</em></strong> Entropic energy leaps from Orcus's hand and strikes a creature he can see within 60 feet of him. The target must make a DC 24 Constitution saving, taking 49 (14d6) necrotic damage on a failure and half as much damage on a success. The target's hit point maximum is reduced by the same amount for 1 hour. This spell cannot reduce a target to less than 1 hit point.</p><p></p><p><strong><em>Finger of Death (7th level). </em></strong>A creature of Orcus's choice within 60 feet of him must make a DC 24 Constitution <a href="https://a5e.tools/rules/saving-throw" target="_blank">saving throw</a>, taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a <a href="https://a5e.tools/node/1827" target="_blank">zombie</a> under the Orcus's control at the start of his next turn.</p><p>[/spoiler]</p><p></p><p><em><strong>Conjure Undead (1/Day).</strong></em> While holding the Wand of Orcus, Orcus conjures Undead creatures whose combined average hit points don’t exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as a bonus action.</p><p></p><p><em><strong>Teleport.</strong></em> Orcus teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. While on Thanatos, the distance Orcus can teleport is 90 feet.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>Orcus can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Orcus regains spent legendary actions at the start of his turn.</p><p></p><p><strong>Elite Recovery. </strong>Orcus ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while <a href="https://a5e.tools/rules/conditions" target="_blank">unconscious</a> or <a href="https://a5e.tools/rules/conditions" target="_blank">incapacitated</a>.</p><p><strong>Regenerate.</strong> Orcus regains 50 hit points.</p><p><strong>Sting.</strong> Orcus makes a Tail attack.</p><p><strong>Teleport. </strong>Orcus uses his Teleport action.</p><p><strong>Attack (Costs 2 Actions). </strong>Orcus makes a Slam or Wand of Orcus attack.</p><p><strong>Creeping Death (Costs 2 Actions).</strong> Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area are vulnerable to necrotic damage.</p><p><strong>Spellcasting (Costs 2 Actions).</strong> Orcus cast a spell or makes a Necrotic Bolt attack.</p><p><strong>Quickened Spell (Elite Action). </strong>Orcus cast an at will spell.</p><p><strong>Empower Undead (Elite Action; Cost 2 Actions).</strong> All undead within a 60-foot radius of Orcus gain 50 temporary hit points and advantage on their attacks until the end of their next turn.</p><p><strong>Entropic Escape (Costs 2 Actions).</strong> Orcus beats his wings. Each creature within 15 feet of the dragon must make a DC 26 Dexterity saving throw or take 20 (3d6 + 10) magical bludgeoning damage plus 14 (4d6) necrotic damage and be knocked <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone" target="_blank">prone</a> on a failure, or half as much damage on a success. Orcus can then fly up to half his flying speed.</p><p></p><p>[HR][/HR]</p><p><strong><u>EQUIPMENT</u></strong></p><p><strong><span style="font-size: 22px">Wand of Orcus</span></strong></p><p><em>Weapon (mace), artifact (requires attunement)</em></p><p></p><p>The wand can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.</p><p></p><p>While attuned to the Orcus, the wand deals and extra 3d12 (5d12 total) necrotic damage and inflicts on level of exhaustion on a hit.</p><p></p><p><em><strong>Protection.</strong></em> You gain a +3 bonus to Armor Class while holding the wand.</p><p></p><p><em><strong>Spells.</strong></em> The wand has 15 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: <a href="https://www.dndbeyond.com/spells/animate-dead" target="_blank">animate dead</a> (3 charges), <a href="https://www.dndbeyond.com/spells/blight" target="_blank">blight</a> (4 charges), <a href="https://www.dndbeyond.com/spells/circle-of-death" target="_blank">circle of death</a> (6 charges), <a href="https://www.dndbeyond.com/spells/finger-of-death" target="_blank">finger of death</a> (7 charges), <a href="https://www.dndbeyond.com/spells/power-word-kill" target="_blank">power word kill</a> (9 charges), or <a href="https://www.dndbeyond.com/spells/speak-with-dead" target="_blank">speak with dead</a> (3 charges). The wand regains 2d6 + 6 expended charges daily at dawn.</p><p></p><p>While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 4 fewer charges (minimum of 0).</p><p></p><p><em><strong>Call Undead.</strong></em> While you are holding the wand, you can use an action to conjure <a href="https://www.dndbeyond.com/monsters/17015-skeleton" target="_blank">skeletons</a> and <a href="https://www.dndbeyond.com/monsters/17077-zombie" target="_blank">zombies</a>, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can’t use it again until the next dawn.</p><p></p><p>While attuned to the wand, Orcus can summon any kind of undead, not just <a href="https://www.dndbeyond.com/monsters/17015-skeleton" target="_blank">skeletons</a> and <a href="https://www.dndbeyond.com/monsters/17077-zombie" target="_blank">zombies</a>. The undead don’t perish or disappear at dawn the following day, remaining until Orcus dismisses them.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8989153, member: 83242"] [ATTACH type="full" alt="1681209391870.png"]281597[/ATTACH] [URL='http://www.merzo.net/Gallery_Dungeons_and_Dragons/Orcus.htm']Orcus[/URL] by Jeff Russel [TABLE] [TR] [TD][B][SIZE=6]Orcus (WIP)[/SIZE][/B][/TD] [TD][B]Challenge[/B] 28[/TD] [/TR] [TR] [TD][I]Huge fiend (demon prince), chaotic evil[/I][/TD] [TD]240,000 Elite XP[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Armor Class[/B] 18 (natural armor), 21 with the Wand of Orcus [B]Hit Points[/B] 837 (54d12 + 486; bloodied 418) [B]Speed [/B]50 ft., fly 120 ft. [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]30 (+10)[/TD] [TD]20 (+5)[/TD] [TD]29 (+9)[/TD] [TD]30 (+10)[/TD] [TD]30 (+10)[/TD] [TD]27 (+8)[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Saving Throws[/B] Dex +13, Con +17, Int+18, Wis +18 [B]Skills [/B]arcana + 26, insight +18, intimidation +16, perception +18 [B]Damage Resistances [/B]cold, fire, lightning [B]Damage Immunities[/B] necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks [B]Condition Immunities[/B] charmed, exhaustion, frightened, petrified, poisoned [B]Senses [/B]truesight 480 ft., Passive Perception 28 [B]Languages [/B]all, telepathy 240 ft [B]Proficiency Bonus[/B] +8 [B]Maneuver DC[/B] 26 [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B][I]Abyssal Might. [/I][/B]While in the Abyss, Orcus's attacks ignore all resistances of creatures with less than 19 hit dice and it scores a critical hit on a roll of 18 or greater. [I][B]Banishment.[/B][/I] When Orcus drops to 0 hit points, and he is not in Thanatos, his body is destroyed but his essence travels back to his domain in Thanatos, and is unable to take physical form for a time. [B][I]Demon Prince (Elite Trait; 1/Rest). [/I][/B]The first time Orcus is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and its Elite Actions and Traits are active for 1 hour. [I][B]Immutable Form.[/B][/I] Orcus is immune to any spell or effect that would alter its form. [B][I]Limited Magic Immunity.[/I][/B] Unless he wishes to be affected, Orcus is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Mephistopheles has disadvantage on the attack roll. [B][I]Lord of Thanatos.[/I][/B] While on Thanatos, Orcus can’t be surprised, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage. [I][B]Prince of Undeath.[/B][/I] When Orcus casts [URL='https://www.dndbeyond.com/spells/animate-dead'][I]animate dead[/I][/URL] or [URL='https://www.dndbeyond.com/spells/create-undead'][I]create undead[/I][/URL], he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast [URL='https://www.dndbeyond.com/spells/create-undead'][I]create undead[/I][/URL] even when it isn’t night. At the start of Orcus’s turn, any creature killed by the Wand of Orcus that is still dead rises as a [URL='https://www.dndbeyond.com/monsters/17064-wraith']wraith[/URL] under Orcus’s command. [B][U]ACTIONS[/U] [I]Multiattack. [/I][/B]Orcus makes two attacks: any combination of Slam and Wand of Orcus attacks. He can replace one of these with a Necrotic Bolt or Tail attack. [B][I]Slam. [/I][/B][I]Melee Weapon Attack: [/I]+18 to hit, reach 10 ft., one target. [I]Hit: [/I]20 (3d6 + 10) magical bludgeoning damage plus 27 (6d8) force damage and the target must succeed on DC 26 Strength saving throw or knocked prone and dazed until the end of Orcus's next turn. [B][I]Tail. [/I][/B][I]Melee Weapon Attack: [/I]+18 to hit, reach 15 ft., one target. [I]Hit: [/I]17 (3d4 + 10) magical piercing damage plus 9 (2d8) poison damage and is poisoned. A creature poisoned this way takes 9 (2d8) poison damage at the start of each of its turns. The creature can make additional saving throws at the end of each of its turns, ending the effect on itself on a success. [B][I]Wand of Orcus. [/I][/B][I]Melee Weapon Attack: [/I]+21 to hit, reach 10 ft., one target. [I]Hit: [/I]26 (3d8 + 13) magical bludgeoning damage plus 32 (5d12) necrotic damage and one level of exhaustion. [B][I]Necrotic Bolt. [/I][/B]Orcus hurls at bolt of necrotic energy at a creature he can see within 600 feet of him. The bolt deals 27 (6d8) necrotic damage to the target, striking unerringly. [B][I]Death Touch (1/Rest). [/I][/B][I]Melee Spell Attack: [/I]+16 to hit, reach 10 ft., one mortal creature. [I]Hit: [/I]110 (20d10) necrotic damage and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature survives this damage, it must make a death saving throw or die. [I][B]Innate Spellcasting. [/B][/I]Orcus’s spell casting ability is Charisma (spell save DC 24, +16 to hit with attack spells). Orcus can innately cast the following spells, requiring no material components: At will: [I][URL='https://www.dndbeyond.com/spells/animate-dead'][I]animate dead[/I][/URL], [/I][URL='https://a5e.tools/spell/bestow-curse'][I][I]bestow curse[/I][/I][/URL][I][I], [/I] [/I][URL='https://a5e.tools/spell/inflict-wounds'][I]inflict wounds[/I][/URL][I] (3rd level), [/I][URL='https://a5e.tools/spell/vampiric-touch'][I]vampiric touch[/I][/URL] 3/day each: [URL='https://a5e.tools/spell/contagion'][I]contagion[/I][/URL][I] (flesh rot), [I][URL='https://www.dndbeyond.com/spells/create-undead'][I]create undead[/I][/URL][/I], [/I][URL='https://a5e.tools/spell/eyebite'][I]eyebite[/I][/URL][I], [/I][URL='https://a5e.tools/spell/harm'][I]harm[/I][/URL] 2/day each: [URL='https://a5e.tools/spell/finger-death'][I][I][I]finger of death[/I][/I][/I][/URL][I][I][I], [I][I][I][URL='https://a5e.tools/spell/forcecage']forcecage[/URL], [/I][/I][URL='https://www.dndbeyond.com/spells/plane-shift']plane shift[/URL], [/I][/I][/I][/I] 1/day each: [I] [I][URL='https://www.dndbeyond.com/spells/power-word-kill']power word kill[/URL][/I], [URL='https://www.dndbeyond.com/spells/wish'][I]wish[/I][/URL] [/I](only to replicate a spell) [spoiler=Spells] [B][I]Inflict Wounds (3rd level).[/I][/B] [I]Melee Spell Attack: [/I]+16 to hit, reach 10 ft., one creature. [I]Hit: [/I]17 (5d10) necrotic damage. [B][I]Harm (6th level).[/I][/B] Entropic energy leaps from Orcus's hand and strikes a creature he can see within 60 feet of him. The target must make a DC 24 Constitution saving, taking 49 (14d6) necrotic damage on a failure and half as much damage on a success. The target's hit point maximum is reduced by the same amount for 1 hour. This spell cannot reduce a target to less than 1 hit point. [B][I]Finger of Death (7th level). [/I][/B]A creature of Orcus's choice within 60 feet of him must make a DC 24 Constitution [URL='https://a5e.tools/rules/saving-throw']saving throw[/URL], taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a [URL='https://a5e.tools/node/1827']zombie[/URL] under the Orcus's control at the start of his next turn. [/spoiler] [I][B]Conjure Undead (1/Day).[/B][/I] While holding the Wand of Orcus, Orcus conjures Undead creatures whose combined average hit points don’t exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as a bonus action. [I][B]Teleport.[/B][/I] Orcus teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. While on Thanatos, the distance Orcus can teleport is 90 feet. [B][U]LEGENDARY ACTIONS[/U][/B] Orcus can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Orcus regains spent legendary actions at the start of his turn. [B]Elite Recovery. [/B]Orcus ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while [URL='https://a5e.tools/rules/conditions']unconscious[/URL] or [URL='https://a5e.tools/rules/conditions']incapacitated[/URL]. [B]Regenerate.[/B] Orcus regains 50 hit points. [B]Sting.[/B] Orcus makes a Tail attack. [B]Teleport. [/B]Orcus uses his Teleport action. [B]Attack (Costs 2 Actions). [/B]Orcus makes a Slam or Wand of Orcus attack. [B]Creeping Death (Costs 2 Actions).[/B] Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area are vulnerable to necrotic damage. [B]Spellcasting (Costs 2 Actions).[/B] Orcus cast a spell or makes a Necrotic Bolt attack. [B]Quickened Spell (Elite Action). [/B]Orcus cast an at will spell. [B]Empower Undead (Elite Action; Cost 2 Actions).[/B] All undead within a 60-foot radius of Orcus gain 50 temporary hit points and advantage on their attacks until the end of their next turn. [B]Entropic Escape (Costs 2 Actions).[/B] Orcus beats his wings. Each creature within 15 feet of the dragon must make a DC 26 Dexterity saving throw or take 20 (3d6 + 10) magical bludgeoning damage plus 14 (4d6) necrotic damage and be knocked [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone']prone[/URL] on a failure, or half as much damage on a success. Orcus can then fly up to half his flying speed. [HR][/HR] [B][U]EQUIPMENT[/U] [SIZE=6]Wand of Orcus[/SIZE][/B] [I]Weapon (mace), artifact (requires attunement)[/I] The wand can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit. While attuned to the Orcus, the wand deals and extra 3d12 (5d12 total) necrotic damage and inflicts on level of exhaustion on a hit. [I][B]Protection.[/B][/I] You gain a +3 bonus to Armor Class while holding the wand. [I][B]Spells.[/B][/I] The wand has 15 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: [URL='https://www.dndbeyond.com/spells/animate-dead']animate dead[/URL] (3 charges), [URL='https://www.dndbeyond.com/spells/blight']blight[/URL] (4 charges), [URL='https://www.dndbeyond.com/spells/circle-of-death']circle of death[/URL] (6 charges), [URL='https://www.dndbeyond.com/spells/finger-of-death']finger of death[/URL] (7 charges), [URL='https://www.dndbeyond.com/spells/power-word-kill']power word kill[/URL] (9 charges), or [URL='https://www.dndbeyond.com/spells/speak-with-dead']speak with dead[/URL] (3 charges). The wand regains 2d6 + 6 expended charges daily at dawn. While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 4 fewer charges (minimum of 0). [I][B]Call Undead.[/B][/I] While you are holding the wand, you can use an action to conjure [URL='https://www.dndbeyond.com/monsters/17015-skeleton']skeletons[/URL] and [URL='https://www.dndbeyond.com/monsters/17077-zombie']zombies[/URL], calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can’t use it again until the next dawn. While attuned to the wand, Orcus can summon any kind of undead, not just [URL='https://www.dndbeyond.com/monsters/17015-skeleton']skeletons[/URL] and [URL='https://www.dndbeyond.com/monsters/17077-zombie']zombies[/URL]. The undead don’t perish or disappear at dawn the following day, remaining until Orcus dismisses them. [/QUOTE]
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