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Defeat Orcus
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<blockquote data-quote="Stalker0" data-source="post: 8106152" data-attributes="member: 5889"><p>Are you referring to the "Mordenkainen´s Tome of Foes" CR 26 orcus?</p><p></p><p>That guy is a total pushover for a CR 26, the only thing interesting he has going for him is the area that makes you vulnerable to necrotic damage (which combined with his hoard of undead could be interesting).</p><p></p><p>But otherwise he doesn't do any major debilitations, his damage isn't all that great, he doesn't have any special mobility or escape cards, if the party gets to this guy...he is toast.</p><p></p><p>However, in theory with Orcus the party should never get to him. He can make limitless (and I do mean limitless) undead with create undead + indefinite control, and he could give them a general command (like guard my sanctum or kill anyone who attacks me)....so that any actual threat to him as attacked by a hoard of undead. And then if you clear those he can summon 500 HP more of undead (the actual hp itself isn't that scary, but you could summon undead with interesting auras and effects).</p><p></p><p>So I feel most adventures against Orcus would go something like this:</p><p></p><p>1) The party brings their own army to fight Orcus' undead, and then goes for the big man himself.</p><p>2) The party gets a mucguffin that turns or destroys all of the undead, so that its the party vs the big man. Other versions of this would be finding a way to get Orcus alone through plot shenanigan's, or using wish type powers to blow away all the undead in the room and then seal the room with barriers to prevent further undead from entering.</p><p>3) The party teleports directly into Orcus's lair, which is filled to the brim with mummies and wights. So they are fighting orcus, and then contend with as many big undead as the room can hold....and any killed undead is simply replaced with the next undead waiting at the door (effectively meaning that killing the undead does nothing, they are just there to add damage and effects).</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8106152, member: 5889"] Are you referring to the "Mordenkainen´s Tome of Foes" CR 26 orcus? That guy is a total pushover for a CR 26, the only thing interesting he has going for him is the area that makes you vulnerable to necrotic damage (which combined with his hoard of undead could be interesting). But otherwise he doesn't do any major debilitations, his damage isn't all that great, he doesn't have any special mobility or escape cards, if the party gets to this guy...he is toast. However, in theory with Orcus the party should never get to him. He can make limitless (and I do mean limitless) undead with create undead + indefinite control, and he could give them a general command (like guard my sanctum or kill anyone who attacks me)....so that any actual threat to him as attacked by a hoard of undead. And then if you clear those he can summon 500 HP more of undead (the actual hp itself isn't that scary, but you could summon undead with interesting auras and effects). So I feel most adventures against Orcus would go something like this: 1) The party brings their own army to fight Orcus' undead, and then goes for the big man himself. 2) The party gets a mucguffin that turns or destroys all of the undead, so that its the party vs the big man. Other versions of this would be finding a way to get Orcus alone through plot shenanigan's, or using wish type powers to blow away all the undead in the room and then seal the room with barriers to prevent further undead from entering. 3) The party teleports directly into Orcus's lair, which is filled to the brim with mummies and wights. So they are fighting orcus, and then contend with as many big undead as the room can hold....and any killed undead is simply replaced with the next undead waiting at the door (effectively meaning that killing the undead does nothing, they are just there to add damage and effects). [/QUOTE]
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