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ORCUS

Huge fiend (demon), chaotic evil


Armor Class 27 (natural armor); 30 with Wand of Orcus
Hit Points 405 (30d12 +210)
Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA


27(+8) 14 (+2) 25(+7) 20(+5) 20(+5) 25(+7)

Saving Throws +1 bonus; Dex +11, Con +16, Wis +14, Cha +16
Skills Arcana +12, Perception +12
Damage Resistances cold, fire, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, disease,
exhaustion, frightened, petrified, poisoned, stunned
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP)
Possessions Wand of Orcus (artifact), “Wave” (sentient trident),
Possessions.
bracers of defense, ring of three wishes, potion of giant size, potion of
invulnerability, potion of speed, sovereign glue
Wand of Orcus. 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 animate dead, blight, or speak
with dead. Alternatively, he can expend 1 or more of the wand's
charges to cast one of the following spells from it: circle of death
(1 charge), finger of death (1 charge), or power word kill (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
ACTIONS
form in unoccupied spaces within 300 feet of Orcus and obey his
commands until they are destroyed or until he dismisses them as Multiattack. Orcus makes two Wand of Orcus attacks.
an action. Once this property of the wand is used, the property Wand of Orcus. Melee Weapon Attack: +19 to hit, reach 10 ft., one
can't be used again until the next dawn. target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12)
Innate Spellcating. Orcus's spellcasting ability is Charisma (spell necrotic damage.
save DC 23, +15 to hit with spell attacks). He can innately cast Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit:
the following spells, requiring no material components: 21 (3d8 + 8) piercing damage plus 18 (4d8) poison damage.
At will: chill touch (17th level), detect magic
3/day each: create undead, dispel magic LEGENDARY ACTIONS
1/day: time stop
Orcus can take 3 legendary actions, choosing from the options
Spellcasting. Orcus is a 17th-level spellcaster. Orcus’s spellcasting below. Only one legendary action option can be used at a time
ability is Intelligence (spell save DC 21; +13 to hit with spell and only at the end of another creature's turn. Orcus regains
attacks). Orcus has the following wizard spells prepared: spent legendary actions at the start of his turn.
Cantrips: poison spray, shocking grasp
1st level (4 slots): charm person, comprehend languages, false life Tail. Orcus makes one tail attack.
2nd level (3 slots): darkness, detect thoughts, suggestion A Taste of Undeath. Orcus casts chill touch (17th level).
3rd level (3 slots): clairvoyance, counterspell, fear, lightning bolt, Creeping Death (Costs 2 Actions). Orcus chooses a point on the
phantasmal force ground that he can see within 100 feet tall and with a 10-foot
4th level (3 slots): blight, polymorph, wall of fire radius rises from that point and lasts until the end of Orcus's
5th level (2 slots): telekinesis next turn. Creatures in that area are vulnerable to necrotic
6th level (1 slot): circle of death, project image damage.
7th level (1 slot): finger of death, symbol BLESSINGS
8th level (1 slot): feeblemind Blessing of Protection. You gain a +1 bonus to AC and saving throws.
9th level (1 slot): shape change, true polymorph Fiendish Blessing. The AC of Orcus includes his Charisma bonus.
Legendary Resistance (3/Day). If Orcus fails a saving throw, he
can choose to succeed instead. CHARMS
Magic Resistance. Orcus has advantage on saving throws against Charm of Heroism. This charm allows you to give yourself the
spells and other magical effects. benefit of a potion of heroism as an action. Once you do so, the
Magic Weapons. Orcus's weapon attacks are magical. charm vanishes from you.
Master of Undeath. When Orcus casts animate dead or create
undead, he chooses the level at which the spell is cast, and the BOOK OF VILE DARKNESS
creatures created by the spells remain under his control Mark of Darkness. After Orcus spent the requisite amount of time
indefinitely. Additionally, he can cast create undead even when it reading and studying the book, he acquired physical
isn't night. disfigurements as a hideous sign of his devotion to vile darkness.
Summon Demon (1/Day). Orcus has a 80 percent chance of The mark of darkness grants Orcus advantage on Charisma
summoning ld10 vrocks, ld8 hezrous, ld6 glabrezus, ld4 (Persuasion) checks made to interact with evil creatures and
nalfeshnees, ld3 mariliths, or 1d2 goristro, or one balor. Charisma (Intimidation) checks made to interact with non-evil
creatures.
WAND OF ORCUS EPIC BOONS
(see the Dungeon Masters Guide for statistics)
Random Properties. The Wand of Orcus has the following random BOON OF INVINCIBILITY
properties: When you take damage from any source, you can reduce that
• While attuned to the artifact, Orcus is immune to disease. damage to 0. Once you use this boon, you can't use it again until
• While attuned to the artifact, Orcus can use an action to cast you finish a short rest.
vampiric touch. After Orcus casts the spell, roll a d6. On a roll of
1-5, Orcus can 't cast it again until the next dawn. BOON OF IRRESISTIBLE OFFENSE
• While attuned to the artifact, Orcus can't be blinded, deafened, You can bypass the damage resistances of any creature.
petrified, or stunned.
BOON OF PLANAR TRAVEL
• Creatures with a challenge rating of 0, as well as plants that When you gain this boon, choose a plane of existence other than
aren’t creatures, drop to 0 hit points when within 10 feet of the
artifact. the Material Plane. You can now use an action to cast the plane
•While attuned to the artifact, you emit a sour stench noticeable shift spell (no spell slot or components required), targeting
from up to 10 feet away. yourself only, and travel to the chosen plane, or from that plane
•While attuned to the artifact, all holy water within 10 feet of you back to the Material Plane.
is destroyed. Once you use this boon, you can't use it again until you finish a
The detrimental properties of the Wand of Orcus are suppressed short rest.
while the wand is attuned to Orcus himself. BOON OF QUICK CASTING
Choose one of your spells of 1st through 3rd level that has a
FEATS casting time of 1 action. That spell's casting time is now 1 bonus
Alert. Always on the lookout for danger, you gain the following action for you. Orcus has chosen chill touch for this ability.
benefits:
• You gain a +5 bonus to initiative. BOON OF RECOVERY
• You can’t be surprised while you are conscious. You can use a bonus action to regain a number of hit points
• Other creatures don’t gain advantage on attack rolls against equal to half your hit point maximum. Once you use this boon,
you as a result of being hidden from you. you can't use it again until you finish a long rest.
Magic Initiate. You learn poison spray and shocking grasp from the
BOON OF SPELL MASTERY
wizard class list. In addition, you learn shield and can cast it at its Choose one 1st-level sorcerer, warlock, or wizard spell that you
lowest level. Once you cast it, you must finish a long rest before can cast. You can now cast that spell at its lowest level without
you can cast it again.
Your spellcasting ability for these spells depends on the c1ass expending a spell slot. Orcus has chosen shield for this ability.
you chose: Charisma for bard, sorcerer, or warlock: Wisdom for BOON OF SPELL RECALL
c1eric or druid: or Intelligence for wizard. You can cast any spell you know or have prepared without
Resilient. You gain proficiency in Charisma saving throws. expending a spell slot. Once you do so, you can use this boon
Ritual Caster. (see Player’s Handbook for details) again until you finish a long rest.
Savage Attacker. Once per turn when you roll damage for a melee
weapon attack, you can reroll the weapon's damage die and use
either total.
War Caster. You have practiced casting spells in the midst of
combat, learning techniques that grant you the following
benefits: ORCUS
• You have advantage on Constitution saving throws that you (prepared for battle)
take to maintain your concentration on a spell when you take
damage. Armor Class 29 (natural armor); 32 with Wand of Orcus
• You can perform the somatic components of spells even when Hit Points 866 (30d12 +210 plus 56 temporary)
you have weapons or a shield in one or both hands. Speed 80 ft., fly 80 ft.
• When a hostile creature’s movement provokes an opportunity
attack from you, you can use your reaction to cast a spell at the STR DEX CON INT WIS CHA
creature, rather than making an opportunity attack. The spell 27(+8) 14 (+2) 25(+7) 20(+5) 20(+5) 25(+7)
must have a casting time of 1 action and must target only that
creature.
Saving Throws +3 bonus; Dex +13, Con +18, Wis +16, Cha +18,
MARKS OF PRESTIGE and has advantage on all saving throws.
Skills +2 bonus, and has advantage on all skill checks.
Senses truesight 120 ft., passive Perception 24
SPECIAL RIGHTS Damage Resistances all damage
Leadership. Orcus attracts loyal companions and devoted
followers, subordinates, and a lich cohort who will assist him. Innate Spellcating. +17 to hit with spell attacks
Spellcating. +15 to hit with spell attacks
STRONGHOLD
Orcus makes his lair in the fortress city of Naratyr, which is on ACTIONS
Thanatos, the layer of the Abyss that he rules. Surrounded by a
moat fed by the River of Styx, Naratyr is an eerily quiet and cold Orcus has advantage on all attack rolls.
city, its streets often empty for hours at a time. The central castle of Multiattack. Orcus makes three attacks.
bone has interior walls of flesh and carpets made of woven hair. It Wand of Orcus. Melee Weapon Attack: +21 to hit.
is a necropolis of death and demons and is well protected with Tail. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit:
magic and a forbiddance spell on his fortress. 21 (3d8 + 8) piercing damage plus 18 (4d8) poison damage plus
10 (3d6) necrotic damage and heal 10 (3d6) damage.
TITLES
The fiends of the abyss have decreed Orcus the titles of Demon Orcus when prepared for battle includes the following magic:
Prince of the Undead, and the Prince of Undeath. charm of heroism, darkness, death ward, false life, foresight, mind
TRAINING blank, nondetection, potion of giant size, potion of invulnerability,
Orcus gains inspiration daily at dawn for ld4 + 6 days. potion of speed, vampiric touch.
ORCUS
Demon lord (divine rank 1)
(in Godly Realm & Lair of Naratyr, prepared for battle) DIVINE CHARACTERISTICS
Armor Class 29 (natural armor); 32 with Wand of Orcus Speed. Deities and Demigods feature (Double base speed).
Hit Points 866 (30d12 +210 plus 56 temporary) Armor Class. Deities and Demigods feature (+1 divine bonus).
Speed 160 ft., fly 160 ft. Attacks. Deities and Demigods feature (+1 divine bonus)
Bypassing Resistance. Deities and Demigods feature.
STR DEX CON INT WIS CHA Saving Throws. Deities and Demigods feature (+1 divine bonus)
27(+8) 14 (+2) 25(+7) 20(+5) 20(+5) 25(+7) Checks. Deities and Demigods feature (+1 divine bonus)
Immunities. Deities and Demigods feature.
Saving Throws +4 bonus; Dex +14, Con +19, Wis +17, Cha +19, Damage Reduction. Deities and Demigods feature.
has advantage on all saving throws. Do not automatically fail Salient Divine Abilities. Deities and Demigods feature.
saving throws on a 1. Domain Powers (Death). Deities and Demigods feature. Reaper
Skills +3 bonus, and has advantage on all skill checks. Death Domain feature (see the Dungeon Masters Guide for
Damage Resistances all damage, bludgeoning, piercing, and statistics)
slashing from magical attacks Spell-Like Abilities (Death). Deities and Demigods feature. Death
Spell-
Damage Immunities acid, cold, electricity; bludgeoning, piercing, Domain feature (see the Dungeon Masters Guide for statistics)
and slashing from nonmagical attacks
Condition Immunities ability drain, life drain, paralyzed Immortality. Deities and Demigods feature.
Senses divine senses 1 mile, passive Perception 27 Senses. Deities and Demigods feature (1 mile).
Challenge 30 (155,000 XP) Remote Sensing. Deities and Demigods feature (2 locations).
Remote
Innate Spellcasting. Spell save DC 24, +18 to hit with spell attacks. Block Sensing. Deities and Demigods feature (1 hour).
At will–animate dead, antilife shell, blight, blindness/deafness, chill Portfolio. Deities and Demigods feature.
touch (Reaper Death Domain feature), cloudkill, death ward, false Portfolio Sense. Deities and Demigods feature.
life, ray of enfeeblement, ray of sickness, vampiric touch Automatic Actions. Deities and Demigods feature (DC 15; up to 2
Spellcating. Spell save DC 22, +16 to hit with spell attacks. actions per round; Arcana, Religion).
Create Magic Items. Deities and Demigods feature (Create up to
ACTIONS uncommon magic items associated with portfolio).
Divine Aura. Deities and Demigods feature (Wisdom save DC 24).
Orcus has advantage on all attack rolls. Do not automatically fail Grant Spells. Deities and Demigods feature.
attack rolls on a 1. Spontaneous Casting. Deities and Demigods feature.
Multiattack. Orcus makes three attacks. Communication. Deities and Demigods feature.
Wand of Orcus. Melee Weapon Attack: +22 to hit. Remote Communication. Deities and Demigods feature.
Tail. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: Godly Realm. Deities and Demigods feature.
21 (3d8 + 8) piercing damage plus 18 (4d8) poison damage plus undead). Deities and Demigods feature.
Familiar (undead
(undead).
31 (9d6) necrotic damage and heal 31 (9d6) damage.
Orcus when prepared for battle includes the following magic: SALIENT DIVINE ABILITIES
antilife shell, charm of heroism, darkness, death ward, Divine Aura
(resolve), false life, foresight, mind blank, nondetection, potion of Hand of Death. As an action, Orcus points to any mortal within
his sensory range and snuffs out its life. There must be an
giant size, potion of invulnerability, potion of speed, vampiric touch. unbroken line of effect between Orcus and the target. The mortal
is allowed a DC 24 Constitution saving throw or die. Even if the
ORCUS’S LAIR save succeeds, the subject takes 35 (10d6) points of necrotic
damage, which may kill it anyway. If the attack kills the mortal
Orcus makes his lair in the fortress city of Naratyr, which is on (either through a failed saving throw or through damage), the
Thanatos, the layer of the Abyss that he rules. Surrounded by a mortal cannot be raised or resurrected afterward, except by a
moat fed by the River of Styx, Naratyr is an eerily quiet and cold deity using the Gift of Life, Life and Death, or Mass Life and
city, its streets often empty for hours at a time. The central castle Death salient divine ability.
of bone has interior walls of flesh and carpets made of woven Life Drain. As a free action, the Orcus can generate a cloud of
hair. The city contains wandering undead, many of which are darkness that rises from its body in a cylinder with a radius of 10
engaged in continuous battle with one another.
feet and 10 feet high. The cloud blocks sight as a darkness spell
LAIR does, except that it cannot be countered by light effects (other
On initiative count 20 (losing initiative ties), Orcus can take a lair than those cast by deities). Living creatures must make a DC 24
action to cause one of the following effects; he can’t use the same Wisdom saving throw or die. On a successful save, the creature's
effect two rounds in a row: hit point maximum is magically reduced by 21 (6d6). If a
creature's hit point maximum is reduced to 0 by this effect, the
• Orcus’s voice booms throughout the lair. Utterance causes one creature dies. A creature's hit point maximum can be restored
creature of his choice to be subjected to power word kill (save with the greater restoration spell or similar magic.
DC 24). Orcus needn’t see the creature, but he must be aware
that the individual is in the lair.
• Orcus causes up to six corpses within the lair to rise as
skeletons, zombies, or ghouls. These undead obey his
telepathic commands, which can reach anywhere in the lair.
• Orcus causes skeletal arms to rise from an area on the ground
in a 20-foot square that he can see. They last until the next
imitative count 20. Each creature in that area when the arms
appear must succeed on a DC 24 Strength saving throw or be
restrained until the arms disappear or until Orcus releases their
grasp (no action required).

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