Gargantuan swarm of Huge fiends, Chaotic Evil
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Hit Points 4050 (300d12 + 2100)
Speed 40 ft., fly 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
20 (+5)
WIS
20 (+5)
CHA
25 (+7)
Saving Throws DEX +11, CON +19, WIS +14
Skills Arcana +12, Perception +12
Damage Resistances Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft, Passive Perception 22
Languages All, Telepathy 120 ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a huge orcus. The swarm can't regain hit points or gain temporary hit points.

Wand of Orcus. The wand has 70 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, the swarm can use an action to cast animate dead, blight, or speak with dead. Alternatively, they 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), or power word kill (2 charges). The wand regains ld4 + 3 charges daily at dawn.

While holding the wand, the swarm can use an action to conjure undead creatures whose combined average hit points don't exceed 5000. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 400 feet of the swarm and obey there commands until they are destroyed or until they dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn.

Innate Spellcasting. The swarms spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). they can innately cast the following spells, requiring no material components:

At will: chill touch (17th level), detect magic

30/day each: create undead, dispel magic

10/day: time stop

Legendary Resistance (3/Day). If the swarm fails a saving throw, they can choose to succeed instead.

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

Magic Weapons. The swarms weapon attacks are magical.

Master of Undeath. When the swarm casts animate dead or create undead, they chooses the level at which the spell is cast, and the creatures created by the spells remain under there control indefinitely. Additionally, they can cast create undead even when it isn't night.

Actions

Multiattack. Orcus makes twenty Wand of Orcus attacks, or make ten tails attacks

Wand of Orcus. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage.

Tail. Melee Weapon Attack:+16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage.

Legendary Actions

Orcus can take 30 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.

Tail. Orcus makes one tail attack.

A Taste of Undeath. Orcus casts chill touch (17th level).

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.

Description

ten princes of death

5000 skeletons or 50 liches on there side

have fun

Lair and Lair Actions

Orcus's Lair

Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another.

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:

  • Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill (save DC 34). Orcus needn't see the creature, but he must be aware that the individual is in the lair.
  • 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.
  • 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 restrajned until the arms disappear or until Orcus releases them (no action required). 

REGIONAL EFFECTS

The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects:

  • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
  • The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Orcus table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Orcus dies, these effects fade over the course of 1d10 days.

 

If a creature goes mad in Orcus's lair or within line of sight of the demon lord, roll on the Madness of Orcus table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.

MADNESS OF 0RCUS dl OO Flaw (lasts until cured)

01-20 "I often become withdrawn and moody, dwelling on the insufferable state of life." 21-40 "I am compelled to make the weak suffer."

41-60 " I have no compunction against tampering with the dead in my search to better understand death."

61- 80 "I want to achieve the everlasting existence of undeath."

81 - 00 "I am awash in the awareness of life's futility."

Monster Tags: NPCDemonDemon Lordfiend

lordfatlabrador

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