Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Al Ca Nor 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), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at dawn. While holding the wand, Al Ca Nor can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Al Ca Nor and obey his commands until they are destroyed or until he 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 Spellcating. Al Ca Nor's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: chill touch (17th level), detect magic
3/day each: create undead, dispel magic
1/day: time stop
Legendary Resistance (6/Day). If Al Ca Nor fails a saving throw, he can choose to succeed instead.
Magic Resistance. Al Ca Nor has advantage on saving throws against spells and other magical effects.
Magic Weapons. Al Ca Nor's weapon attacks are magical.
Master of Undeath. When Al Ca Nor casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.
Discorporation. When Al Ca Nor drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the Neutral Planes, and he is unable to take physical form for a time.
Innate Spellcasting (3/Day). Al Ca Nor can innately cast divine word (spell save DC 26). His spellcasting ability is Charisma.
Limited Magic Immunity. Unless he wishes to be affected, Al Ca Nor is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.
Regeneration. Al Ca Nor regains 30 hit points at the start of his turn.
- Multiattack. The Al Ca Nor can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
- Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: (2d10 + 8) piercing damage.
- Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: (2d6 + 8) slashing damage.
- Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
- Frightful Presence. Each creature of Al Ca Nor's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Al Ca Nor's Frightful Presence for the next 24 hours.
- Breath Weapons (Recharge 5-6). Al Ca Nor uses one of the following breath weapons.
Acid Breath. Al Ca Nor exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. Al Ca Nor exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
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Multiattack. Al Ca Nor makes two Wand of Orcus attacks.
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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.
Al Ca Nor 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. Al Ca Nor regains spent legendary actions at the start of their turn.
Wing Attack (Costs 2 Actions). Al Ca Nor beats its wings. Each creature within 15 ft. of Al Ca Nor must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Al Ca Nor+ can then fly up to half its flying speed.
Detect.The Al Ca Nor makes a Wisdom (Perception) check.
A Taste of Undeath. Al Ca Nor casts chill touch (17th level).
Creeping Death (Costs 2 Actions). Al Ca Nor chooses a point on the ground that he can see within 100 feet tall and with a 10-foot radius rises from that point and lasts until the end of Al Ca Nor's next turn. Creatures in that area are vulnerable to necrotic damage.
Description
The God of Neutrality and Undead.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 10 (losing initiative ties), Al Ca Nor takes a lair action to cause one of the following effects; the Al Ca Nor can’t use the same effect two rounds in a row:
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- Beckon Army of the Dead. While in its lair, Al Ca Nor can use the wand to summon an undead army. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 100 feet of Al Ca Nor and obey its commands until they are destroyed or until it dismisses them as an action. Al Ca Nor can only use this lair action every 24 hours unless it is in the Palace of Bones. Al Ca Nor may use it on each subsequent initiative 10 at will if on that plane. That army consists of:
- 10 skeletons
- 5 zombies
- 3 ghouls
- 3 specters
- 2 wights
- 1 mummy
- Bone Cage. Al Ca Nor causes all bones within the lair to form tight cages around two creatures of its choice. The cages can be attacked and destroyed (AC 15; hp 30; vulnerability to bludgeoning damage; resistance to piercing, poison, slashing, and psychic damage). While in a bone-cage, a creature is retrained.
- Fountain of Blood. Al Ca Nor chooses a point on the ground that it can see within 100 feet of it. A geyser of caustic blood erupts from the ground at that point and rains down in a 40-foot high, 10-foot cylinder. Each creature in that area must make a DC 24 Dexterity saving throw, taking 24 (7d6) acid damage on a failure, or half as much damage on a successful one.
Regional Effects
The region containing a Al Ca Nor’s lair is warped by its magic, If a creature within 10 miles of Al Ca Nor’ lair dies, roll a d20. On a 19 or 20, the creature rises as a zombie under Al Ca Nor’s control.
If the Al Ca Nor dies, these effects fade over the course of 1d10 days.