REGIONAL EFFECTSThe
region containing Orcus's lair is warped by Orcus's
magic, creating one or more of the following effects:- Dead beasts periodically animate as undead
mock-
eries of their former selves. Skeletal and
zombie ver-sions of local wildlife are commonly
seen in the area.- The air becomes filled with the stench
of rotting flesh,
and buzzing flies grow thick within
the region, evenwhen there is no carrion to be found.- If a humanoid spends at least 1 hour within 1 mile
of the lair, that creature must
succeed on a DC 23Wisdom saving throw or
descend into a madnessdetermined by the Madness
of Orcus table. A creaturethat succeeds on this saving throw can't be affected
bythis regional effect again for 24 hours.If Orcus dies, these effects fade over the course of
ldlO days.0RCUS
Huge fiend (demon), chaotic evilArmor Class 17 (natural armor),
20 with the Wand of OrcusHit Points 405 (30d12 + 210)Speed 40 ft., fly 40 ft.STR27 (+8)DEX14 (+2)CON25 (+7)INT20 (+5)Saving Throws Dex +10, Con +15, Wis +13Skills Arcana +12, Perception +12Damage Resistances cold
, fire, lightningWIS20 (+5)CHA25 (+7)Damage Immunities
necrotic, poison; bludgeoning, piercing,and slashing
that is nonmagicalCondition Immunities charmed, exhaustion, frightened,
poisonedSenses truesight 120 ft., passive Perception
22Languages all, telepathy 120
ft.Challenge 26 (90,000 XP)Wand ofOrcus. The
wand has 7 charges, and any of its prop-erties that require a saving throw have a save DC
of 18. Whileholding it, Orcus can use an action to cast animate
dead,blight,
or speak with dead. Alternatively, he can expend 1 ormore
of the wand's charges to cast one of the following spellsfrom it: circle of death (l charge),jinger
of death (l charge), or
power word kill (2 charges). The wand regains ld4 + 3 charges
daily at dawn.
While holding the wand,
Orcus can use an action to conjureundead creatures whose
combined average hit points don't ex-ceed 500. These undead
magically rise up from the ground orotherwise form in
unoccupied spaces within 300 feet of Orcusand obey his commands until they are destroyed
or until hedismisses them as an action. Once this property
of the wand isused,
the property can't be used again until the next dawn.Innate Spe/fcasting. Orcus's spellcasting ability is Charisma(spell save DC
23, +15 to hit with spell attacks). He can innatelycast the following spells, requiring no material
components:
MADNESS
OF 0RCUSIf a creature goes
mad in Orcus's lair or within line ofsight of the demon
lord, roll on the Madness of Orcustable to determine the nature of the madness,
which isa character flaw that lasts until cured. See
the DungeonMaster's
Guide for more on madness.MADNESS
OF 0RCUSd l OO Flaw (lasts until cured)01-20 "I often become withdrawn and moody,
dwelling onthe insufferable state of life."21-40 " I am
compelled to make the weak suffer."41-60 " I have
no compunction against tampering with thedead in my search to better understand death."61 - 80 "I want to achieve the everlasting existence
of un-death."81 - 00 "I am awash in the awareness of life's futility."At will: chill touch (17th level),
detect magic3/day each: create undead, dispel magic1/day: time stopLegendary Resistance (3/Day). If Orcus
fails a saving throw, hecan choose to succeed instead.Magic Resistance.
Orcus has advantage on saving throwsagainst spells
and other magical effects.Magic Weapons. Orcus's weapon attacks are magical.Master of Undeath. When Orcus casts animate dead or createundead, he chooses the level at which the spell is cast, andthe creatures created by the
spells remain under his controlindefinitely. Additionally, he can cast create undead even whenit isn' t night.ACTIONSMultiattack. Orcus makes two Wand of Orcus attacks.Wand ofOrcus. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13(2d12) necrotic damage
.Tail. Me/ee Weapon Attack:+ 16 to hit,
reach 10 ft., one target.Hit: 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage.LEGENDARY ACTIONSOrcus can take 3 legendary actions, choosing from the optionsbelow. Only one legendary
action option can be used at a timeand only at the end of another creature's turn. Orcus
regainsspent legendary actions at the start of his turn.Tail. Orcus makes one tail attack
.A Taste ofUndeath. Orcus casts chill touch (17th level).Creeping Death
(Costs 2 Actions). Orcus chooses a point onthe ground that he can see within 100 feet
of him. A cylinderof sw
irling necrotic energy 60 feet tall and with a 10-footradius rises from that point and lasts until the end of Or-cus's next turn. Creatures in
that area have vulnerability tonecrotic damage.'
,.CHAPTER
6 I BESTIARY