Weakened Wand of Orcus. The wand has 3 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).
Weakened Innate Spellcasting. Orcus’s spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: [Tooltip Not Found]
3/day each: create undead, dispel magic
1/day: time stop
Legendary Resistance (3/Day). If Orcus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects.
Magic Weapons. Orcus’s weapon attacks are magical.
Botched Summoning. Orcus is still trying to gain his way through the portal, he has a total speed of 0
Multiattack. Orcus makes two Wand of Orcus attacks.
Weakened Wand of Orcus. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d6 + 6) bludgeoning damage plus 13 (1d12) necrotic damage.
Weakened Tail Attack. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 21 (3d6 + 6) piercing damage plus 9 (1d8) poison damage.
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.
Weakened Tail. Orcus makes one tail attack.
Weakened, A Taste of Undeath. Orcus casts chill touch (11th level).
Weakened, Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 50 feet of him. A cylinder of swirling necrotic energy 20 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 are vulnerable to necrotic damage.
Description
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Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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