Out of the Abyss

(Jeff_L) #1
REGJONAL EFFECTS
The region containing Orcus's lair is warped by
the 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 nesh,
    and buzzing Aies grow thick within the region, even
    when 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 23 Wis-
    dom saving throw or descend into a madness deter-
    mined by the Madness of Orcus table. A creature that
    succeeds on this saving throw can't be affected by this
    regional effect again for 24 hours.
    Tf Ore us dies, these effects fade over the course of
    ldlO days.


0RCUS
Huge fiend (demon), chaotic evil

Armor Class 17 (natural armor), 20 with the Wand ofOrcus
Hit Points 405 (30d12 + 210)
Speed 40 ft., fly 40ft.

STR
27 (+8)

DEX
14 (+2)

CON
25 (+7)

tNT
20 (+5)

Saving Throws Dex + 10 , Con +15, Wis +13
Skills Arcana +12, Perception +12
Damage Resistances cold, fire, lightning

WIS
20 (+5)

CHA
25 (+7)

Damage Immunities necrotic, poison; bludgeoning, piercing,
and slashing that is non magical
Condition Immunities cha rmed, exhaustion, fr ightened ,
poisoned
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 120ft.
Challenge 26 (90,0 00 XP)

Wand ofOrcus. The wand has 7 cha rges, and any of it s p ro p-
erties that re quire a saving throw have a save DC of 18. While
holding it, Orcus can u se 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 ld4 + 3 charges
daily at d awn.
While holding the wand, Orcus can use an actio n to conjure
undead creatures whose combined average hit points don't ex-
ceed 500. These undead magically rise u p from the ground or
otherwise form in unoccupied spaces within 300 fe et of Orcus
and obey his command s until they a re destroyed or until he
dismisses them a s an action. Once t his property of the wand is
used, the property can't be used again until the next dawn.


Innate Spellcasting. Orcus 's spellcasting ability is Charisma
(spell s ave DC 23, +15 to h it with s pell attacks). He can innate ly
cast the fo llowing spells, requiring no m aterial components:

At will: chill touch (17th level), detect magic


MADN E SS OF 0RCUS

lf a creature goes mad in Orcus's lair or within line of
sight of the demon lord, roll on the Madness of Juiblex
table to determine the nature of the madness, which is
a character flaw that lasts until cured. See the Dungeon
Master's Guide for more on madness.

MADNESS OF 0RCUS
dlOO Flaw (lasts until cured)
01-20 "I often become withdrawn and moody, dwelling on
the insufferable state of life."
21 - 40 " I am compelled to make the weak suffer."
41-60 " I have no compunction against tampe ring with the
dead in my search to better understand death."
61-80 "I want to achieve the everlasting existence of un-
death."
81 -00 "I am awas h in the awareness of life's futility."

3jday ea ch: create undead, dispel magic
ljday: time stop

Legendary Resistance (3/Day). If Orcus fails a s aving throw, he
can choose to succeed instead.
Magic Resistance. O rcus has advantage on s aving throws
against spells and oth er magical e ffects.
Magic Weapons. Orcus's weapon attacks are magical.

Master ofUndeath. When Orcus c a s ts animate dead or create
undead, he chooses the level at whic h the s pell is cast, and
the cre atures c reated by the spells remain under his control
indefinitely. Additionally, he can cast create undead even when
it isn't night.

ACTIONS
Multiattack. Orcus makes two Wand ofOrcus attacks.

Wand ofOrcus. Melee Weapon Attack: +19 to hit, reach 10
ft., o ne target. Hit: 21 (3d8 + 8) bludgeoning d amage plus 13
(2dl2) necrotic dama ge.
Tail. Melee Weapon Attack: +17 to hit, reach 10ft., one tar-
get. Hit: 21 (3d8 + 8) piercing damage plus 18 (4d8) poi-
son damage.

lEGENDARY ACTIONS
Orcus can take 3 legendary actions , choosing from the options
below. Only one lege ndary action o ption can be used at a time
and only at the end o f another creat u re's tu rn. Orcus regains
spent 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). Ore us c ho oses a point on
the ground t hat he can see wit h in 100 feet of him. A cylinder
of swirling necrotic energy 60 feet tall and with a 10-foot
radius rises from that poin t and lasts until the end of Or-
cus's next turn. Creatu res in that area are vulnerable to ne-
crotic damage.

APPf.NDIX D J Pf.'.tON LORDS
2-}5
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