Orcus and Friends

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First Post
Orcus (Demon Prince of Undead)
Large Outsider (Evil, Chaos)
Hit Dice: 44d10+1586 (2026 hp)
Initiative: +15 (+11 Dex, +4 Improved Initiative)
Speed: 120 ft., fly 270 ft. (good)
AC: 82 (-1 size, +11 Dex, +38 natural, +12 insight, +12 luck)
Attacks: 2 slams +93 melee, sting +88 melee
Damage: Slam 2d6+45, Sting 2d6+32 and poison
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, spells, poison, fear gaze, call undead, call tanar’ri, create spawn, Wand of Orcus, Wounding, Raging Blood
Special Qualities: Damage reduction 20/+6, SR 49, tanar’ri qualities, grant divine spells, speak with dead, true seeing, Defy Death, Haste, Fast healing 26
Saves: Fort +63, Ref +41, Will +56
Abilities: Str 60, Dex 33, Con 59, Int 45, Wis 46, Cha 53
Skills: Alchemy +74, Bluff +69, Concentration +81, Knowledge (arcana) +74, Knowledge (history) +74, Knowledge (Psionics) +74, Knowledge (religion) +74, Knowledge (the planes) +74, Knowledge (nobility & royalty) +74, listen +66, read lips +66, Scry +74, Search +68, Sense Motive +66, Spellcraft +74, Spot +66, Use Magic Device +69
Feats: Cleave, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Forge Ring, Great Cleave, Improved Critical (slam), Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Spell Focus (Necromancy), Great Fortitude
Epic Feats: Fast Healing x2
Climate/Terrain: Any/The Abyss
Organization: Solitary or warband (Orcus plus 2d4 glarezu, 1d4 marilith, 2d6 retrievers, 1d4 liches, 2d4 vampires, 4d8 bodaks, 4d8 spectres, and 2d10 wraiths)
Challenge Rating: 39
Alignment: Always Chaotic Evil
Treasure: Triple Standard plus Wand of Orcus

Orcus is known as the Demon Prince of Undead. He appears as a bloated, 15-foot-tall humanoid with a goat’s head; ram-like horns protrude from his skull and his eyes blaze with unholy yellow light. His body is covered with matted gray hair, and his legs are goat-like and end in hooves. He has a pair of vast bat wings and a long tail tipped with s serrated stinger.
Orcus prefers to remain in his realm in the Abyss where he rules an empire of demons and undead. He lets these minions perform most of his tasks, leaving him time to plot the donfall of his hated enemy, Demogorgon. He is served on the Prime Material by shadowy cultists who believe that exceptional service in the name of Orcus grants them eternal unlife as one of his undead minions. These cultists are fanatic, cruel, and deplorable; they prefer to establish strongholds and temples dedicated to the Prince of Undead in catacombs below cemeteries and graveyards.
Orcus is one of countless demonic rulers of the Abyss, of which it is belived he is one of the more powerful. He has often tried to extend his influence into the Prime Material.

Combat
Orcus is a fearsome opponent who could single-handedly wipe out even a high-level party with relative ease. Against foes whose abilities he knows to be inferior to his own, he prefers to attack with pummeling blows from his fists and stings with his tail. Against more powerful foes, Orcus deploys his minions while he uses magic and the wand of orcus from afar.

Spell-Like Abilities (Sp): At will-animate dead, blasphemy, charm person, clairvoyance/clairaudience, comprehend languages, create undead, deeper darkness, desecrate, detect magic, detect thoughts, fear, feeblemind, greater dispelling, lightning bolt, persistent image, polymorph any object, produce flame, project image, pyrotechnics, read magic, shapechange, suggestion, symbol, telekinesis, teleport without error, unhallow, unholy aura, unholy blight, wall of fire. Once an hour—create greater undead, destruction, dispel good, wail of the banshee. Once a day—implosion, time stop. These abilities function as the spells cast by a 35th-level sorcerer (save DC 24 + spell level). Orcus can use any one of his “at will” spell-like abilities as a Quickened spell spell-like ability.

Spells (Sp): In addition to his spell-like abilities, Orcus casts divine spells from the cleric spell list and from the Chaos, Death, Destruction, and Evil domains as a 20th-level cleric (save DC 28 + spell level). He also casts spells from the wizard spell list as a 20th-level necromancer (save DC 27 + spell level). Despite being specialized in Necromancy, Orcus does not have a prohibited school of magic. He knows all the spells listed in the player’s handbook and several dozen Necromancy spells that are not (DMs can create these additional spells as they see fit).

Poison (Su): Anyone stung by Orcus must make Fortitude save (DC 46) or take 3d6 point of Constitution drain and 3d6 points of Charisma drain as their bodies shrivel and mummify. One minute later, the poisoned victim must make a second Fortitude saving throw (DC 46) or take another 3d6 points of Constitution drain.

Fear Gaze (Su): Causes victims to cower for 2d4 rounds range 90 feet; Will save negates DC 44.

Call Undead (Sp): Orcus can automatically summon up to 100 Hit Dice of any type of undead creature per day. This is a move-equivalent action for the Demon Prince of Undead.

Call Tanar’ri (Sp): Once per hour. Orcus can automatically call 4d20 dretches; 2d6 succubi; 1d6 vrocks, hezrous, or glabersuz; 1d4 nalfeshnees or mariliths; or 1d2 balors. These demons are called, allowing them to use their summoning abilities. This is a standard action.

Create Spawn (Su): Anyone who is slain by Orcus’s poison becomes a bodak under Orcus’s control; this transformation takes 1 round. A body slain by other means but subsequently poisoned by Orcus’s sting within an hour of its death must make a Fortitude saving throw (DC 46) or arise as a bodak in 1 round as well; if the body makes the saving throw, it cannot be transformed into a bodak by further poisonings.

Defy Death (Su): Orcus can continue to act normally until he reaches –10 hit points, and he is not considered disabled, unconscious, or in the need of stabilizing. Upon reaching –10 hit points, Orcus is well and truly dead.

Haste (Su): Orcus is supernaturally quick. He can take an extra partial action each round, as if affected by a haste spell.

Raging Blood (Su): Each time damage is dealt to Orcus with a piercing or slashing attack, his blood sprays outward in a 5-foot cone, dealing 1d4+13 points of acid damage to all within range (no saving throw). Orcus is not harmed by his own blood.

Wand of Orcus: As a free action, Orcus can call to his hand the Wand of Orcus, a potent artifact that appears as an obsidian wand capped with a human skull. In place of a slam attack, Orcus can make a melee touch attack with the wand. Any living mortal creature struck by the wand must make a Fortitude save (DC 33) or be instantly slain and transformed into a bodak. A successful saving throw merely deals 4d8+20 points of damage. As a standard action, Orcus can manifest this death attack as a 300-foot-long beam with a ranged touch attack. The Wand of Orcus has other powers as well; only Ortcus knows the full capabilities of this artifact.

Wounding (Su): Can cause wounds that continue to bleed (internally if bludgeoning damage; extrnall if piersing or slashing damage). Any wound inflicted though physical contact with the victim bleeds for 1 point of damage per round thereafter in addition to the normal damage the melee attack deals. Multiple wounds from Orcus result in cumulative blood loss (two wounds for 2 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, and so on).

Grant Divine Spells (Su): As a demon prince, Orcus can grant divine spells to any mortal followers who become clerics and worship him devoutly. Orcus can grant access to the domains of Chaos, Death, Destruction, and Evil.

Speak With Dead (Su): Orcus can speak with dead as a 20th-level cleric a will.

True Seeing (Su): Orcus has true seeing active at all times; this ability cannot be dispelled.

This is my orcus if you want me to tell you how I made him please ask.
 
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I'm currently DMing in Damara on FR, and using the Cult of Goat's Head in the campaign, as they plan to bring Orcus back after his defeat in Kiaransalee's hand...

So ,any more info on Orcus would be helpful...
 

Looks like you used the Orcus that appeared the in DUNGEON 89 some time ago as a basis for your Orcus.

I like him, although if you've seen any of my Lords of the Nine, you may suspect that I'd give him some extras... namely divine ranks and some additional powers.

My Orcus would be a divine rank 10 Lesser god, 15 Cleric, 15 Wizard (Necromancer), 10th True Necromancer. I'd give him some additional Demon specific features, at least one unique salient divine ability (Wrath of the Goat head or something like that), and fully describe the powers of his Wand.

But, like I said, I like the adjustments you made to the DUNGEON Orcus. Guess we get to wait another month before seeing the new official Orcus, which Monte Cook says is tougher than the DUNGEON version...
 

In the next few days ill be making his war band (Namely his liches/dracoliches/demi liches) and ill give some more info on how they met and came to be with orcus.
 

Recrum Great wyrm red dragon
Colossal Undead Dragon (Fire)
Hit Dice: 40d12+30 (290 hp)
Initiative: +0 (+0 Dex bonus)
Speed: 40 ft., fly 200 ft. (clumsy)
AC: 48 (-8 size, +41 natural, +5 deflection)
Attacks: Bite +50, 2 Claws +44, 2 wings +44, tail slap +44, Tail Sweep +49
Damage: Bite 4d8+17+1d6 cold, Claws 4d6+8+1d6 cold, Wings 2d8+8+1d6 cold, tail slap 4d6+25+1d6 cold, Tail Sweep 2d8+25+1d6 cold (Reflex save DC 40)
Face/Reach: 40 ft. by 80-ft./ 15 ft.
Special Attacks: Breath Weapon, Spell-like Abilities, Spells, Frightful Presence DC 39, Control Undead, Paralyzing Gaze, Paralyzing Touch
Special Qualities, DR 20/+3, Keen Senses, Fire Subtype, Immunities, SR 35, Invulnerability, Undead Subtype
Saves: Fort +37, Ref +27, Will +35
Abilities: Str 45, Dex 10, Con -, Int 26, Wis 27, Cha 28
Skills: Jump +57, Listen +48, Spot +48, Search +48, Bluff +48, Concentration +40, Diplomacy +48, Escape Artist +40, Scry +48, Knowledge (The plains) +48, Knowledge (Arcana) +48, Knowledge (history) +48, Knowledge (religion) +48, Knowledge (nobility & royalty) +48, Knowledge (geography) +48, Spellcraft +48.
Feats: Weapon Focus (bite), Toughness, Dwarf’s Toughness, Giant’s Toughness, Dragon’s Toughness, Power Attack, Arcane Preparation, Spell Penetration, Greater Spell Penetration, Quicken spell, Empower Spell.
Climate/Terrain: Temperate and warm hill, mountains, and underground
Organization: Solitary
Challenge Rating: 28
Alignment: Always Chaotic Evil
Treasure: Double standard

One of orcus first dragons to come over to his side over the last 30,000 years. He has raised many other dragons in orcus name making it that they don’t make some of the mistakes that he made when he was a wyrmling. He leads orcuses dragons even thou there are some more powerful then he. He has collected wealth of unknown extend and has gust as easily given it up to the one that gave him unlife, orcus.

Combat
When he goes into combat the first thing he does is cast haste on him self. Then gust invisible, then the next round he castes mage armor and then breathes. Then he goes invisible then casts a spell in some order for he has a lot of fire power and he knows it and he knows how to use it.

Control Undead (Sp): Once every three days, a dracolich can cast control undead as a 15th-level sorcerer. The dracolich cannot cast other spells while this ability is in effect.
Breath Weapon (Su): Every 1d4 rounds, cone of fire (70 ft.), and 24d10-fire damage Reflex half (DC 40).
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Locate Object (Sp): As per spell 12/day.
Other Spell-Like Abilites: 2/day-suggestion; 1/day-eyebite and discern location.
Paralyzing Gaze (Su): The gaze of a dracolich’s glowing eyes can paralyze victims within 40 feet who fail a Fortitude save (DC 39). If the saving throw is successful, the character is forever immune to the gaze of that particular dracolich. If it fails, the victim is paralyzed for 2d6 rounds.
Paralyzing Touch (Su): A creature struck by any of a dracolich’s physical attacks must make a Fortitude save (DC 39) or be paralyzed for 2d6 rounds. A successful saving throw against this effect does not confer any immunity against subsequent attacks.
Immunities: In addition to the standard undead immunities, a dracolich is immune to polymorph, cold and electricity effects. Like a skeleton, it takes only half damage from piercing or slashing weapons.
Invulnerability: If a dracolich is slain, its spirit immediately returns to its phylactery. If there is no reptilian corpse within 90 feet for the spirit to possess, it is trapped in the phylactery until such a time—if ever—that a corpse becomes available. A dracolich is difficult to destroy. If its spirit is currently contained in its phylactery, destroying that item when suitable corpse is not within range effectively destroys the dracolich. Likewise, an active dracolich is unable to attempt further possessions if its phylactery is destroyed. The fate of a disembodied dracolich spirit—that is, a spirit with no body or phylactery—is unknown, but presumably it is drawn to the Lower Planes.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hit, subdual damage damage, ability damage, energy drain, or death from massive damage (see the Monster Manual, page 6).

Sorcerer Spells per day: (6/9/8/8/8/8/7/7/7/5) Save DC 19, Caster level 19th.
Sorcerer Spells known: 0th-Light, Flare, Daze, Arcane Mark, Detect Magic, Prestidigitation, Read Magic, Dancing Lights, Ghost Sound; 1st-Curse Water, Grease, Mage Armor, True Strike, Magic Missile; 2nd-Bone Soften *, Scare, Produce Flame, Desecrate, See Invisibility; 3rd-Haste, Lightning Bolt, Blood Siphon *, Animate Dead; 4th-Chaos Hammer, Unholy Blight, Improved Invisibility, Wall of Fire; 5th-Cone of Cold, Sending, Fire Shield, Flame Strike; 6th-Gate Seal, Circle of Death, Harm; 7th-Teleport without Error, Delayed Blast Fireball, Plane Shift; 8th-Sunburst, Clone, Binding; 9th-Wish, Time Stop.
*See Dragon #300 for these spells.

Possessions: Ring of defense (+5)*
See both of the links on the bottom of my posts (or if you know what it does) it has bean put into account in his states.

Heres one of his liches imm working on number two.
 



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