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, the Aspect of Orcus can use an action to cast animate dead, blight, or speak with dead
Innate Spellcasting. The Aspect of Orcus' spellcasting ability is Charisma (spell save DC 17 +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: chill touch (3d8 damage), detect magic
1/day each: create undead, dispel magic
Legendary Resistance (1/day). If the Aspect of Orcus fails a saving throw, it can choose to succeed instead.
Multiattack. The Aspect of Orcus makes two Wand of Orcus attacks.
Wand of Orcus. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 6 (1d12) necrotic damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 4 (1d8) poison damage.
The Aspect of 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. The Aspect of Orcus regains spent legendary actions at the start of its turn.
Tail. The Aspect of Orcus makes one tail attack.
A Taste of Undeath. The Aspect of Orcus casts chill touch (3d8 cold damage)
Creeping Death (costs 2 Actions). The Aspect of Orcus chooses a point on the ground that is can see within 50 feet of it. 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 the Aspect of Orcus' turn. Creatures in the area have vulnerability to necrotic damage.
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