Weapon (mace), artifact (requires attunement)

The ghastly Wand of Orcus rarely leaves Orcus's side. The device, as evil as its creator, shares the demon lord's aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal.

Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand's presence.

Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.

In the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.

Random Properties. 

The Wand of Orcus has the following random properties:

While attuned to the artifact, you can use an action to cast one 3st-level spell (Remove Curse) from it. After you cast the spell, roll a d6. On a roll of 1–5, you can’t cast it again until the next dawn.

While attuned to the artifact, you gain proficiency in Animal Handling.

While attuned to the artifact, one of your ability scores (Constitution) increases by 2, to a maximum of 24.

While attuned to the artifact, all holy water within 10 feet of you is destroyed.

While attuned to the artifact, you deal 1d6 necrotic damage to any plant you touch that isn’t a creature.

Before using one of the artifact’s properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes 1d4 damage of the appropriate type.

 

The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself.

Protection. 

You gain a +3 bonus to Armor Class while holding the wand.

 
Spells. 

The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill (4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.

 

While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0).

Call Undead. 

While you are holding the wand, you can use an action to conjure skeletons and zombies, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can't use it again until the next dawn.

 

While attuned to the wand, Orcus can summon any kind of undead, not just skeletons and zombies. The undead don't perish or disappear at dawn the following day, remaining until Orcus dismisses them.

Sentience. 

The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

 

The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.

Proficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Bonus: Armor Class, Bonus: Constitution Score, Proficiency: Animal Handling, Damage: Necrotic, Damage: Bludgeoning, Damage: Slashing, Sap

M_Doggie

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