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Orcus
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Monsters
Out of the Abyss
. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in the
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 one of the following lair actions; he can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. The King’s Dark Lanterns includes more than 500 agents operating within Breland’s borders and roughly one-fifth that number stationed abroad. They often work in teams, and also work closely with the
agents within their borders. Foreign governments treat Dark Lantern agents with care to avoid sparking an international incident, but they are quick to arrest Dark Lantern agents suspected of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. The King’s Dark Lanterns includes more than 500 agents operating within Breland’s borders and roughly one-fifth that number stationed abroad. They often work in teams, and also work closely with the
agents within their borders. Foreign governments treat Dark Lantern agents with care to avoid sparking an international incident, but they are quick to arrest Dark Lantern agents suspected of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. The King’s Dark Lanterns includes more than 500 agents operating within Breland’s borders and roughly one-fifth that number stationed abroad. They often work in teams, and also work closely with the
agents within their borders. Foreign governments treat Dark Lantern agents with care to avoid sparking an international incident, but they are quick to arrest Dark Lantern agents suspected of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
named Shariel whose flanged mace rings deeply when it connects with its target. The Righteous Hands are paragons of sportsmanship and honesty, rooting for each other and never disrespecting their
striking out or by having their ball caught, at which point the two teams switch places. Play Ball! Once the characters chose their team or decline, the game begins. The Righteous Hands are first to bat
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
named Shariel whose flanged mace rings deeply when it connects with its target. The Righteous Hands are paragons of sportsmanship and honesty, rooting for each other and never disrespecting their
striking out or by having their ball caught, at which point the two teams switch places. Play Ball! Once the characters chose their team or decline, the game begins. The Righteous Hands are first to bat
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
named Shariel whose flanged mace rings deeply when it connects with its target. The Righteous Hands are paragons of sportsmanship and honesty, rooting for each other and never disrespecting their
striking out or by having their ball caught, at which point the two teams switch places. Play Ball! Once the characters chose their team or decline, the game begins. The Righteous Hands are first to bat
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
humanlike upper body with a belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary
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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
humanlike upper body with a belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary
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
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
humanlike upper body with a belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Many of the Enclave’s members are barbarians, druids, and rangers. Some wander the untamed
once sheltered three great elven realms beneath its boughs. Many tribes of wood elves — and a few moon elves — still protect the ruined monuments to their golden age. Few beyond the borders of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Many of the Enclave’s members are barbarians, druids, and rangers. Some wander the untamed
once sheltered three great elven realms beneath its boughs. Many tribes of wood elves — and a few moon elves — still protect the ruined monuments to their golden age. Few beyond the borders of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Many of the Enclave’s members are barbarians, druids, and rangers. Some wander the untamed
once sheltered three great elven realms beneath its boughs. Many tribes of wood elves — and a few moon elves — still protect the ruined monuments to their golden age. Few beyond the borders of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
temples of its many gods, several organizations operate across national borders in pursuit of their goals. Some of these organizations could serve as patrons or allies of adventurers in a Greyhawk
public use of magic in situations that could harm people or property. Mysteries of Greyhawk Eastern Oerik is a realm of many mysteries, several of which are described below. Bat-Folk of Hepmonaland
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
temples of its many gods, several organizations operate across national borders in pursuit of their goals. Some of these organizations could serve as patrons or allies of adventurers in a Greyhawk
public use of magic in situations that could harm people or property. Mysteries of Greyhawk Eastern Oerik is a realm of many mysteries, several of which are described below. Bat-Folk of Hepmonaland
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
temples of its many gods, several organizations operate across national borders in pursuit of their goals. Some of these organizations could serve as patrons or allies of adventurers in a Greyhawk
public use of magic in situations that could harm people or property. Mysteries of Greyhawk Eastern Oerik is a realm of many mysteries, several of which are described below. Bat-Folk of Hepmonaland
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. They refuse to leave their woods, guarding relics and ruins of ages past, and they want nothing to do with the world beyond their borders. Arn Forest This stretch of pine trees and muskeg bogs lies on
, the vampire is spoken of in whispers as the “Womford Bat.” Stillmarsh’s earth-filled coffin is hidden in the attic above his room at the Old Bargewright, accessible through a secret door in the ceiling
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. They refuse to leave their woods, guarding relics and ruins of ages past, and they want nothing to do with the world beyond their borders. Arn Forest This stretch of pine trees and muskeg bogs lies on
, the vampire is spoken of in whispers as the “Womford Bat.” Stillmarsh’s earth-filled coffin is hidden in the attic above his room at the Old Bargewright, accessible through a secret door in the ceiling
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. They refuse to leave their woods, guarding relics and ruins of ages past, and they want nothing to do with the world beyond their borders. Arn Forest This stretch of pine trees and muskeg bogs lies on
, the vampire is spoken of in whispers as the “Womford Bat.” Stillmarsh’s earth-filled coffin is hidden in the attic above his room at the Old Bargewright, accessible through a secret door in the ceiling






