Medium Undead, Neutral Evil
Armor Class 18 Natural Armor (Wand of Orcus)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
16 (+3)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws CON +10, INT +11, WIS +10, CHA +10
Skills Arcana +9, Deception +8, History +9, Insight +8, Perception +8, Religion +9, Stealth +6
Damage Resistances Cold, Lightning, Radiant
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120ft, Passive Perception 18
Languages Deep Speech, Telepathy 120 ft, Undercommon
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Magic Resistance. The alhoon has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics). The alhoon's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Spellcasting. The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The alhoon has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp

1st level (4 slots):Absorb Elements, disguise self, magic missile, shield

2nd level (3 slots): invisibility, mirror image, misty step

3rd level (3 slots): counterspell, sleet storm, lightning bolt

4th level (3 slots): Dimention Door, Evard's black tentacles, Otiluke's Resilient Sphere

5th level (2 slots): Synaptic Static, wall of force

6th level (1 slot): disintegrate, Mass Suggestion

Turn Resistance. The Alhoon has advantage on saving throws against any effect that turns undead.

Necromantic Revitalization. If Azathoth is killed he regenerates within 1d10 days in his lair

Wand Of Orcus:

Regeneration. The Alhoon regains 1d6 hit points at the start of its turn if he has at least 1 hit point.

Artifact Dependence: The Alhoon is blinded when it is greater that 10 feet away from the wand of Orcus. It also must eat 6 times as many brains as it normally does

Aura of death: Creatures with challenge rating zero as well as plants that aren't creatures drop to 0 hitpoints while within 10 ft of the Wand of Orcus

Spells. The wand has 7 charges. While holding it, Azathoth 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 (such as the Azathoth) can cast each of the wand's spells using 2 fewer charges (minimum of 0).
Call Undead. While Azathoth is holding the wand, he can use an action to conjure skeleton and zombie, calling forth as many of them as divisible 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.
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.

Personality. The wand's purpose is to help satisfy Orcus's desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.
Actions
Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 17) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 65 (12d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Chilling Grasp. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.

Wand of Orcus. Melee Weapon Attack: +8 to hit, reach 5 feet., one target. Hit 6 (1d6 +3) Magic Bludgeoning Damage. Plus 7 (2d12) Necrotic Damage. 

Mind Blast (Recharge 5-6). The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 27 (5d8+4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Shield. cast the shield spell. 

Absorb Elements.  cast absorb elements. 

Counterspell. cast counterspell. 

Legendary Actions

The Alhoon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Alhoon regains spent legendary actions at the start of its turn.

Tentacles. The Alhoon makes one attack with its tentacles.

Extract Brain (Costs 2 Actions). The Alhoon uses Extract Brain.

Mind Blast (Costs 3 Actions). The Alhoon recharges its Mind Blast and uses it.

Cast Spell (Costs 1–3 Actions). The Allhoon uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.

Mythic Actions

When Azathoth Drops to 0 hitpoints he instead regains 105 hitpoints and gains 6d10 Temporary hitpoints as his body is animated by the nefarious power of Orcus.

Azathoth can take  3 Mythic actions, choosing from the options below. Only one Mythic action can be used at a time and only at the end of another creature's turn. Azathoth regains spent Mythic actions at the start of its turn.

Soul Shield (Costs 1 Action).  Azathoth Gains 3d10 Temporary Hotpoint's.  

Shriek of Madness (Costs 2 Actions).  Azathoth lets out a howl of teror up to 3 creatures it chooses that can hear it within 60 ft must make a DC 17 wisdom save or become frightened.  

Fiends in Low Places (Costs 3 Actions). Azathoth brings fourth 1d4 deamons of Cr 2 or lower they roll their own initiative and when each of them is killed Azathoth regains 2d10 Hitpoints.  

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:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
11/19/2020 3:50:38 AM
7
0
1 (Wand of Orcus)
Coming Soon
11/19/2020 4:17:51 AM
3
1
2 (wand of orcus)
Coming Soon

Habitat: UnderdarkUrban

jrpelliccix23

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