Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Cosmic Deity power levels in 5E...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dave2008" data-source="post: 8559757" data-attributes="member: 83242"><p>OK a quick Orcus example. Please note, I would do a lot more to make Orcus a more interesting battle, but this looking primarily at HP and DPR and the minimum changes one could make to the stat block to make it more dangerous.</p><p></p><p>WotC Orcus</p><p>[spoiler]</p><p><strong><span style="font-size: 22px">Orcus</span></strong></p><p><em>Huge fiend (demon) , chaotic evil</em></p><p>---</p><p><strong>Armor Class </strong>17 (Natural Armor), 20 With The Wand Of Orcus</p><p><strong>Hit Points</strong> 405 (30d12 + 210)</p><p><strong>Speed </strong>40 ft., fly 40 ft.</p><p>---</p><table style='width: 100%'><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>27 (+8)</td><td>14 (+2)</td><td>25 (+7)</td><td>20 (+5)</td><td>20 (+5)</td><td>25 (+7)</td></tr></table><p>---</p><p><strong>Saving Throws </strong>DEX +10, CON +15, WIS +13</p><p><strong>Skills</strong> <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Arcana" target="_blank">Arcana</a> +12</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> <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">Charmed</a>, <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Exhaustion" target="_blank">Exhaustion</a>, <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened" target="_blank">Frightened</a>, <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned" target="_blank">Poisoned</a></p><p><strong>Senses</strong> <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/monsters#Truesight" target="_blank">Truesight</a> 120 ft., Passive Perception 22</p><p><strong>Languages</strong> All, Telepathy 120 ft.</p><p><strong>Challenge</strong> 26 (90,000 XP) <strong>Proficiency Bonus</strong> +8</p><p>---</p><p><em><strong>Wand of Orcus. </strong></em>The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast <a href="https://www.dndbeyond.com/spells/animate-dead" target="_blank">animate dead</a>, <a href="https://www.dndbeyond.com/spells/blight" target="_blank">blight</a>, or <a href="https://www.dndbeyond.com/spells/speak-with-dead" target="_blank">speak with dead</a>. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: <a href="https://www.dndbeyond.com/spells/circle-of-death" target="_blank">circle of death</a> (1 charge), <a href="https://www.dndbeyond.com/spells/finger-of-death" target="_blank">finger of death</a> (1 charge), or <a href="https://www.dndbeyond.com/spells/power-word-kill" target="_blank">power word kill</a> (2 charges). The wand regains 1d4 + 3 charges daily at dawn.</p><p>While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don’t exceed 500. These undead 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 an action. Once this property of the wand is used, the property can’t be used again until the next dawn.</p><p></p><p><em><strong>Innate Spellcasting.</strong></em> Orcus’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:</p><p>At will: <a href="https://www.dndbeyond.com/spells/chill-touch" target="_blank">chill touch</a> (17th level), <a href="https://www.dndbeyond.com/spells/detect-magic" target="_blank">detect magic</a></p><p>3/day each: <a href="https://www.dndbeyond.com/spells/create-undead" target="_blank">create undead</a>, <a href="https://www.dndbeyond.com/spells/dispel-magic" target="_blank">dispel magic</a></p><p>1/day: <a href="https://www.dndbeyond.com/spells/time-stop" target="_blank">time stop</a></p><p></p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If Orcus fails a saving throw, he can choose to succeed instead.</p><p></p><p><em><strong>Magic Resistance.</strong></em> Orcus has advantage on saving throws against spells and other magical effects.</p><p></p><p><em><strong>Magic Weapons.</strong></em> Orcus’s weapon attacks are magical.</p><p></p><p><em><strong>Master of Undeath.</strong></em> When Orcus casts <a href="https://www.dndbeyond.com/spells/animate-dead" target="_blank">animate dead</a> or <a href="https://www.dndbeyond.com/spells/create-undead" target="_blank">create undead</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">create undead</a> even when it isn’t night.</p><p></p><p><strong><u><span style="font-size: 18px">Actions</span></u></strong></p><p><em><strong>Multiattack.</strong></em> Orcus makes two <a href="https://www.dndbeyond.com/magic-items/wand-of-orcus" target="_blank">Wand of Orcus</a> attacks.</p><p></p><p><em><strong>Wand of Orcus</strong></em>. <em>Melee Weapon Attack: </em>+19 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage.</p><p></p><p><em><strong>Tail.</strong> Melee Weapon Attack:</em> +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage.</p><p></p><p><strong><u><span style="font-size: 18px">Legendary Actions</span></u></strong></p><p>Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Orcus regains spent legendary actions at the start of his turn.</p><p></p><p><em><strong>Tail.</strong></em> Orcus makes one tail attack.</p><p><em><strong>A Taste of Undeath.</strong></em> Orcus casts <a href="https://www.dndbeyond.com/spells/chill-touch" target="_blank">chill touch</a> (17th level).</p><p><em><strong>Creeping Death (Costs 2 Actions).</strong></em> 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>[/spoiler]</p><p></p><p>Orcus 2.0 (changes in<strong> <span style="color: rgb(184, 49, 47)">bold red</span> </strong>text)</p><p>[spoiler]</p><p><strong><span style="font-size: 22px">Orcus</span></strong></p><p><em>Huge fiend (demon) , chaotic evil</em></p><p>---</p><p><strong>Armor Class </strong>17 (Natural Armor), 20 With The Wand Of Orcus</p><p><strong>Hit Points</strong> <span style="color: rgb(184, 49, 47)"><strong>620 (40d12 + 360)</strong></span></p><p><strong>Speed </strong>40 ft., fly 40 ft.</p><p>---</p><table style='width: 100%'><tr><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>27 (+8)</td><td>14 (+2)</td><td><span style="color: rgb(184, 49, 47)"><strong>28 (+9)</strong></span></td><td>20 (+5)</td><td>20 (+5)</td><td>25 (+7)</td></tr></table><p>---</p><p><strong>Saving Throws </strong>DEX +10, CON +15, WIS +13</p><p><strong>Skills</strong> <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Arcana" target="_blank">Arcana</a> +12</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> <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">Charmed</a>, <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Exhaustion" target="_blank">Exhaustion</a>, <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened" target="_blank">Frightened</a>, <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned" target="_blank">Poisoned</a></p><p><strong>Senses</strong> <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/monsters#Truesight" target="_blank">Truesight</a> 120 ft., Passive Perception 22</p><p><strong>Languages</strong> All, Telepathy 120 ft.</p><p><strong>Challenge</strong> <strong><span style="color: rgb(184, 49, 47)">28 (105,000 XP)*</span></strong> <strong>Proficiency Bonus</strong> +8</p><p>---</p><p><em><strong>Wand of Orcus. </strong></em>The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast <a href="https://www.dndbeyond.com/spells/animate-dead" target="_blank">animate dead</a>, <a href="https://www.dndbeyond.com/spells/blight" target="_blank">blight</a>, or <a href="https://www.dndbeyond.com/spells/speak-with-dead" target="_blank">speak with dead</a>. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: <a href="https://www.dndbeyond.com/spells/circle-of-death" target="_blank">circle of death</a> (1 charge), <a href="https://www.dndbeyond.com/spells/finger-of-death" target="_blank">finger of death</a> (1 charge), or <a href="https://www.dndbeyond.com/spells/power-word-kill" target="_blank">power word kill</a> (2 charges). The wand regains 1d4 + 3 charges daily at dawn.</p><p>While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don’t exceed 500. These undead 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 an action. Once this property of the wand is used, the property can’t be used again until the next dawn.</p><p></p><p><em><strong>Innate Spellcasting.</strong></em> Orcus’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:</p><p>At will: <a href="https://www.dndbeyond.com/spells/chill-touch" target="_blank">chill touch</a> (17th level), <a href="https://www.dndbeyond.com/spells/detect-magic" target="_blank">detect magic</a></p><p>3/day each: <a href="https://www.dndbeyond.com/spells/create-undead" target="_blank">create undead</a>, <a href="https://www.dndbeyond.com/spells/dispel-magic" target="_blank">dispel magic</a></p><p>1/day: <a href="https://www.dndbeyond.com/spells/time-stop" target="_blank">time stop</a></p><p></p><p><em><strong><s><span style="color: rgb(184, 49, 47)">Legendary Resistance (3/Day).</span></s></strong></em><s><span style="color: rgb(184, 49, 47)"> If Orcus fails a saving throw, he can choose to succeed instead.</span></s></p><p></p><p><em><strong>Magic Resistance.</strong></em> Orcus has advantage on saving throws against spells and other magical effects.</p><p></p><p><em><strong>Magic Weapons.</strong></em> Orcus’s weapon attacks are magical.</p><p></p><p><em><strong>Master of Undeath.</strong></em> When Orcus casts <a href="https://www.dndbeyond.com/spells/animate-dead" target="_blank">animate dead</a> or <a href="https://www.dndbeyond.com/spells/create-undead" target="_blank">create undead</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">create undead</a> even when it isn’t night.</p><p></p><p><strong><u><span style="font-size: 18px">Actions</span></u></strong></p><p><em><strong>Multiattack.</strong></em> Orcus makes two <a href="https://www.dndbeyond.com/magic-items/wand-of-orcus" target="_blank">Wand of Orcus</a> attacks.</p><p></p><p><em><strong>Wand of Orcus</strong></em>. <em>Melee Weapon Attack: </em>+19 to hit, reach 10 ft., one target. Hit: <strong><span style="color: rgb(184, 49, 47)">21</span></strong> (3d8 + <strong><span style="color: rgb(184, 49, 47)">11</span></strong>) bludgeoning damage plus <strong><span style="color: rgb(184, 49, 47)">39 (6d12) </span></strong>necrotic damage <strong><span style="color: rgb(184, 49, 47)"><em>and t</em></span></strong><em><strong><span style="color: rgb(184, 49, 47)">he target’s hit point maximum is reduced by an amount equal to the necrotic damage taken,. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A creature slain in this way rises at the end of its next turn as a zombie under Orcus' control.</span></strong> (Didn't actually need to do this, but it feels thematically correct)</em></p><p><em></em></p><p><em><strong>Tail.</strong> Melee Weapon Attack:</em> +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus <strong><span style="color: rgb(184, 49, 47)">18 (4d8)</span></strong> poison damage.</p><p></p><p><em><strong><span style="color: rgb(184, 49, 47)">Teleport.</span></strong></em><span style="color: rgb(184, 49, 47)"> Orcus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.</span></p><p></p><p><strong><u><span style="font-size: 18px">Legendary Actions</span></u></strong></p><p>Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. <strong><span style="color: rgb(184, 49, 47)">Additionally, Orcus can take any unspent legendary actions at the end of the round.</span></strong> Orcus regains spent legendary actions at the start of his turn.</p><p></p><p><em><strong>Tail.</strong></em> Orcus makes one tail attack.</p><p><em><strong>A Taste of Undeath.</strong></em> Orcus casts <a href="https://www.dndbeyond.com/spells/chill-touch" target="_blank">chill touch</a> (17th level).</p><p><strong><span style="color: rgb(184, 49, 47)">Teleport. </span></strong><span style="color: rgb(184, 49, 47)">Orcus uses his Teleport action.</span></p><p><strong><span style="color: rgb(184, 49, 47)">Unstoppable.</span></strong><span style="color: rgb(184, 49, 47)"> Orcus removes one condition or effect it is suffering. It can do so if it has at least 1 hit point, even while unconscious or incapacitated.</span></p><p><em><strong>Creeping Death (Costs 2 Actions).</strong></em> 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></p><p>*The CR calculated to be 27.5, so with the added feature to Wand of Orcus and WotC tends to round up, I made it CR 28</p><p>[/spoiler]</p><p></p><p>So I think that is a much more dangerous Orcus, it follows your HP and damage guidelines <strong><em>and</em></strong> the DMG guidelines and only moves the CR up to 28. This took 5-10 minutes. Now, if I really get into what I think a good design of Orcus would be, well that would take a lot more time, but it wouldn't change the CR.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8559757, member: 83242"] OK a quick Orcus example. Please note, I would do a lot more to make Orcus a more interesting battle, but this looking primarily at HP and DPR and the minimum changes one could make to the stat block to make it more dangerous. WotC Orcus [spoiler] [B][SIZE=6]Orcus[/SIZE][/B] [I]Huge fiend (demon) , chaotic evil[/I] --- [B]Armor Class [/B]17 (Natural Armor), 20 With The Wand Of Orcus [B]Hit Points[/B] 405 (30d12 + 210) [B]Speed [/B]40 ft., fly 40 ft. --- [TABLE] [TR] [TD]STR[/TD] [TD]DEX[/TD] [TD]CON[/TD] [TD]INT[/TD] [TD]WIS[/TD] [TD]CHA[/TD] [/TR] [TR] [TD]27 (+8)[/TD] [TD]14 (+2)[/TD] [TD]25 (+7)[/TD] [TD]20 (+5)[/TD] [TD]20 (+5)[/TD] [TD]25 (+7)[/TD] [/TR] [/TABLE] --- [B]Saving Throws [/B]DEX +10, CON +15, WIS +13 [B]Skills[/B] [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Arcana']Arcana[/URL] +12 [B]Damage Resistances[/B] Cold, Fire, Lightning [B]Damage Immunities[/B] Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks [B]Condition Immunities[/B] [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed']Charmed[/URL], [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Exhaustion']Exhaustion[/URL], [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened']Frightened[/URL], [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned']Poisoned[/URL] [B]Senses[/B] [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/monsters#Truesight']Truesight[/URL] 120 ft., Passive Perception 22 [B]Languages[/B] All, Telepathy 120 ft. [B]Challenge[/B] 26 (90,000 XP) [B]Proficiency Bonus[/B] +8 --- [I][B]Wand of Orcus. [/B][/I]The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast [URL='https://www.dndbeyond.com/spells/animate-dead']animate dead[/URL], [URL='https://www.dndbeyond.com/spells/blight']blight[/URL], or [URL='https://www.dndbeyond.com/spells/speak-with-dead']speak with dead[/URL]. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: [URL='https://www.dndbeyond.com/spells/circle-of-death']circle of death[/URL] (1 charge), [URL='https://www.dndbeyond.com/spells/finger-of-death']finger of death[/URL] (1 charge), or [URL='https://www.dndbeyond.com/spells/power-word-kill']power word kill[/URL] (2 charges). The wand regains 1d4 + 3 charges daily at dawn. While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don’t exceed 500. These undead 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 an action. Once this property of the wand is used, the property can’t be used again until the next dawn. [I][B]Innate Spellcasting.[/B][/I] Orcus’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: [URL='https://www.dndbeyond.com/spells/chill-touch']chill touch[/URL] (17th level), [URL='https://www.dndbeyond.com/spells/detect-magic']detect magic[/URL] 3/day each: [URL='https://www.dndbeyond.com/spells/create-undead']create undead[/URL], [URL='https://www.dndbeyond.com/spells/dispel-magic']dispel magic[/URL] 1/day: [URL='https://www.dndbeyond.com/spells/time-stop']time stop[/URL] [I][B]Legendary Resistance (3/Day).[/B][/I] If Orcus fails a saving throw, he can choose to succeed instead. [I][B]Magic Resistance.[/B][/I] Orcus has advantage on saving throws against spells and other magical effects. [I][B]Magic Weapons.[/B][/I] Orcus’s weapon attacks are magical. [I][B]Master of Undeath.[/B][/I] When Orcus casts [URL='https://www.dndbeyond.com/spells/animate-dead']animate dead[/URL] or [URL='https://www.dndbeyond.com/spells/create-undead']create undead[/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']create undead[/URL] even when it isn’t night. [B][U][SIZE=5]Actions[/SIZE][/U][/B] [I][B]Multiattack.[/B][/I] Orcus makes two [URL='https://www.dndbeyond.com/magic-items/wand-of-orcus']Wand of Orcus[/URL] attacks. [I][B]Wand of Orcus[/B][/I]. [I]Melee Weapon Attack: [/I]+19 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage. [I][B]Tail.[/B] Melee Weapon Attack:[/I] +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage. [B][U][SIZE=5]Legendary Actions[/SIZE][/U][/B] Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Orcus regains spent legendary actions at the start of his turn. [I][B]Tail.[/B][/I] Orcus makes one tail attack. [I][B]A Taste of Undeath.[/B][/I] Orcus casts [URL='https://www.dndbeyond.com/spells/chill-touch']chill touch[/URL] (17th level). [I][B]Creeping Death (Costs 2 Actions).[/B][/I] 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. [/spoiler] Orcus 2.0 (changes in[B] [COLOR=rgb(184, 49, 47)]bold red[/COLOR] [/B]text) [spoiler] [B][SIZE=6]Orcus[/SIZE][/B] [I]Huge fiend (demon) , chaotic evil[/I] --- [B]Armor Class [/B]17 (Natural Armor), 20 With The Wand Of Orcus [B]Hit Points[/B] [COLOR=rgb(184, 49, 47)][B]620 (40d12 + 360)[/B][/COLOR] [B]Speed [/B]40 ft., fly 40 ft. --- [TABLE] [TR] [TD]STR[/TD] [TD]DEX[/TD] [TD]CON[/TD] [TD]INT[/TD] [TD]WIS[/TD] [TD]CHA[/TD] [/TR] [TR] [TD]27 (+8)[/TD] [TD]14 (+2)[/TD] [TD][COLOR=rgb(184, 49, 47)][B]28 (+9)[/B][/COLOR][/TD] [TD]20 (+5)[/TD] [TD]20 (+5)[/TD] [TD]25 (+7)[/TD] [/TR] [/TABLE] --- [B]Saving Throws [/B]DEX +10, CON +15, WIS +13 [B]Skills[/B] [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Arcana']Arcana[/URL] +12 [B]Damage Resistances[/B] Cold, Fire, Lightning [B]Damage Immunities[/B] Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks [B]Condition Immunities[/B] [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed']Charmed[/URL], [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Exhaustion']Exhaustion[/URL], [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened']Frightened[/URL], [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned']Poisoned[/URL] [B]Senses[/B] [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/monsters#Truesight']Truesight[/URL] 120 ft., Passive Perception 22 [B]Languages[/B] All, Telepathy 120 ft. [B]Challenge[/B] [B][COLOR=rgb(184, 49, 47)]28 (105,000 XP)*[/COLOR][/B] [B]Proficiency Bonus[/B] +8 --- [I][B]Wand of Orcus. [/B][/I]The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast [URL='https://www.dndbeyond.com/spells/animate-dead']animate dead[/URL], [URL='https://www.dndbeyond.com/spells/blight']blight[/URL], or [URL='https://www.dndbeyond.com/spells/speak-with-dead']speak with dead[/URL]. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: [URL='https://www.dndbeyond.com/spells/circle-of-death']circle of death[/URL] (1 charge), [URL='https://www.dndbeyond.com/spells/finger-of-death']finger of death[/URL] (1 charge), or [URL='https://www.dndbeyond.com/spells/power-word-kill']power word kill[/URL] (2 charges). The wand regains 1d4 + 3 charges daily at dawn. While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don’t exceed 500. These undead 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 an action. Once this property of the wand is used, the property can’t be used again until the next dawn. [I][B]Innate Spellcasting.[/B][/I] Orcus’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: [URL='https://www.dndbeyond.com/spells/chill-touch']chill touch[/URL] (17th level), [URL='https://www.dndbeyond.com/spells/detect-magic']detect magic[/URL] 3/day each: [URL='https://www.dndbeyond.com/spells/create-undead']create undead[/URL], [URL='https://www.dndbeyond.com/spells/dispel-magic']dispel magic[/URL] 1/day: [URL='https://www.dndbeyond.com/spells/time-stop']time stop[/URL] [I][B][S][COLOR=rgb(184, 49, 47)]Legendary Resistance (3/Day).[/COLOR][/S][/B][/I][S][COLOR=rgb(184, 49, 47)] If Orcus fails a saving throw, he can choose to succeed instead.[/COLOR][/S] [I][B]Magic Resistance.[/B][/I] Orcus has advantage on saving throws against spells and other magical effects. [I][B]Magic Weapons.[/B][/I] Orcus’s weapon attacks are magical. [I][B]Master of Undeath.[/B][/I] When Orcus casts [URL='https://www.dndbeyond.com/spells/animate-dead']animate dead[/URL] or [URL='https://www.dndbeyond.com/spells/create-undead']create undead[/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']create undead[/URL] even when it isn’t night. [B][U][SIZE=5]Actions[/SIZE][/U][/B] [I][B]Multiattack.[/B][/I] Orcus makes two [URL='https://www.dndbeyond.com/magic-items/wand-of-orcus']Wand of Orcus[/URL] attacks. [I][B]Wand of Orcus[/B][/I]. [I]Melee Weapon Attack: [/I]+19 to hit, reach 10 ft., one target. Hit: [B][COLOR=rgb(184, 49, 47)]21[/COLOR][/B] (3d8 + [B][COLOR=rgb(184, 49, 47)]11[/COLOR][/B]) bludgeoning damage plus [B][COLOR=rgb(184, 49, 47)]39 (6d12) [/COLOR][/B]necrotic damage [B][COLOR=rgb(184, 49, 47)][I]and t[/I][/COLOR][/B][I][B][COLOR=rgb(184, 49, 47)]he target’s hit point maximum is reduced by an amount equal to the necrotic damage taken,. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A creature slain in this way rises at the end of its next turn as a zombie under Orcus' control.[/COLOR][/B] (Didn't actually need to do this, but it feels thematically correct) [B]Tail.[/B] Melee Weapon Attack:[/I] +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus [B][COLOR=rgb(184, 49, 47)]18 (4d8)[/COLOR][/B] poison damage. [I][B][COLOR=rgb(184, 49, 47)]Teleport.[/COLOR][/B][/I][COLOR=rgb(184, 49, 47)] Orcus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.[/COLOR] [B][U][SIZE=5]Legendary Actions[/SIZE][/U][/B] Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. [B][COLOR=rgb(184, 49, 47)]Additionally, Orcus can take any unspent legendary actions at the end of the round.[/COLOR][/B] Orcus regains spent legendary actions at the start of his turn. [I][B]Tail.[/B][/I] Orcus makes one tail attack. [I][B]A Taste of Undeath.[/B][/I] Orcus casts [URL='https://www.dndbeyond.com/spells/chill-touch']chill touch[/URL] (17th level). [B][COLOR=rgb(184, 49, 47)]Teleport. [/COLOR][/B][COLOR=rgb(184, 49, 47)]Orcus uses his Teleport action.[/COLOR] [B][COLOR=rgb(184, 49, 47)]Unstoppable.[/COLOR][/B][COLOR=rgb(184, 49, 47)] Orcus removes one condition or effect it is suffering. It can do so if it has at least 1 hit point, even while unconscious or incapacitated.[/COLOR] [I][B]Creeping Death (Costs 2 Actions).[/B][/I] 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. *The CR calculated to be 27.5, so with the added feature to Wand of Orcus and WotC tends to round up, I made it CR 28 [/spoiler] So I think that is a much more dangerous Orcus, it follows your HP and damage guidelines [B][I]and[/I][/B] the DMG guidelines and only moves the CR up to 28. This took 5-10 minutes. Now, if I really get into what I think a good design of Orcus would be, well that would take a lot more time, but it wouldn't change the CR. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Cosmic Deity power levels in 5E...
Top