Orcus
Mordenkainen Presents: Monsters of the Multiverse p. 204,
- Size
- Huge
- Type
- fiend (demon)
- Alignment
- chaotic evil
- AC
- 17 (natural armor), 20 (with the Wand of Orcus)
- Hit Points
- 405 (30d12+210)
- Speed
- walk 40 ft., fly 40 ft.
- Saving Throws
- Dex +10, Con +15, Wis +13
- Skills
- Arcana +12, Perception +12
- Resistances
- cold, fire, lightning
- Immunities
- necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical
- Condition Immunities
- charmed, exhaustion, frightened, poisoned
- Senses
- truesight 120 ft.
- Passive Perception
- 22
- Languages
- all, telepathy 120 ft.
- Challenge
- 26
Traits
Proficiency Bonus
+8
Special Equipment
Orcus wields the Wand of Orcus.
Legendary Resistance (3/Day)
If Orcus fails a saving throw, he can choose to succeed instead.
recharge
3/DAY
Magic Resistance
Orcus has advantage on saving throws against spells and other magical effects.
Master of Undeath
Orcus can cast animate dead (at will) and create undead (3/Day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.
Actions
Multiattack
Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt attacks.
Wand of Orcus
Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11) bludgeoning damage plus 13 (2d12) necrotic damage.
Tail
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) force damage plus 9 (2d8) poison damage.
Necrotic Bolt
Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 29 (5d8 + 7) necrotic damage.
Conjure Undead (1/Day)
While holding the Wand of Orcus, Orcus conjures Undead creatures whose combined average hit points don't exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action.
recharge
1/DAY
Spellcasting
Orcus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
- At will: detect magic
- 3/day: dispel magic
- 1/day: time stop
Wand Spellcasting
While holding the Wand of Orcus, Orcus casts one of the following spells (spell save DC 18), some of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3 charges daily at dawn:
- At will: animate dead (as an action), blight, speak with dead
- 2 charges: power word kill
- 1 charge each: circle of death, finger of death
Lair Actions
On Initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
Deadly Utterance. Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill. Orcus needn't see the creature, but he must be aware that the individual is in the lair. Grasp of the Dead. 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 initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases them (no action required). Undead Servants. 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.
Legendary Actions
Legendary Actions (3/Turn)
Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn.
recharge
3/TURN
Attack
Orcus makes one Tail or Necrotic Bolt attack.
Creeping Death (Costs 2 Actions)
Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage.
Spells
create undead, detect magic, dispel magic, time stop, animate dead, blight, speak with dead, power word kill, circle of death, finger of death