Sentient Rune. Other creatures can occupy and move through the Well's space without penalty. Additionally, the well automatically fails any Strength or Dexterity checks or saving throws it is required to make. The well cannot be moved by any effect.
Cult Conduit. Any creature with a Mark of Orcus can use a well as a teleportation circle, and can control any undead created by the well as if they were the original creator.
Well of Undeath. Any creature in the same space as a well does not need material components to cast a spell that creates undead.
Legendary Resistance (3/day). If the well fails a saving throw (except Strength or Dexterity saves), it can choose to succeed instead.
Innate Spellcasting. The well's innate spellcasting ability is Charisma (Spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: grease, sleep, sending
1/day each: blight, create undead
Miasma: Melee Spell Attack: +5 to hit, reach 0 ft., one creature in the Well's space. Hit: 7 (2d6) necrotic damage.
Backlash: If the Well takes more than 20 points of damage in a single attack (excluding attacks that deal radiant damage), the creature must make a DC 13 Wisdom save. The creature takes 13 (3d8) psychic damage on a failed save, or half on a successful save.
Description
A Well of Orcus is a symbol of the Blood Lord given fiendish sentience by an abyssal ritual. While the Wells are primarily used by Orcus' followers as tools to spread his vile influence, they are not without their own defences or opinions. Wells will often pass on instructions from Orcus, or powerful lieutenants of his, to nearby cultists.
Lair and Lair Actions
To cover their activities, and maximise its impact, cultists of Orcus will inscribe a Well in tombs, barrows or caves when near civilisation, or in ruined cities. A Well will usually have at least one powerful cultist guarding it.
Lair Actions
On initiative count 20 (losing initiative ties), the Well takes a lair action to cause one of the following effects; the Well can’t use the same effect two rounds in a row:
- A wave of despair emanates from the well. Each creature that can see the well must make a DC 13 Charisma save or have disadvantage on all attack rolls until the end of their next turn.
- An abyssal scream tears through the minds of all creatures in the lair. All conscious creatures must make a DC 13 Wisdom saving throw, or be stunned until initiative count 20 of the next round.
- A wave of rage causes the entire lair to shake. Any creature on the ground must make a DC 13 Strength save or be knocked prone.
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:
- Any creature that dies within 5 miles of a well rises as a zombie after 1 minute.
- Any dead interred within 5 miles of the lair rises as a skeleton or zombie. This process takes one day for each year since the creature died.
- Plants within 1 mile of the lair wither and die, taking on sinister skeletal forms.
If the well dies, creatures stop being raised as undead immediately, while the other effects fade over the course of 1d4 days.
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