Page 227 - Dungeon Master's Guide
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WAND OF 0RCUS a Charisma of 16. It has hearing and darkvision out to a
Wand, artifact (requires attunement) range of 120 feet.
The wand communicates telepathically with its
The ghastly Wand of Orcus rarely leaves Orcus's side.
wielder and can speak, read, and understand Abyssal
The device, as evil as its creator, shares the demon and Common.
lord's aims to snuff out the lives of all living things and
Personality. The wand's purpose is to help satisfy
bind the Material Plane in the stasis of undeath. Orcus
Orcus's desire to slay everything in the multiverse. The
allows the wand to slip from his grasp from time to time.
wand is cold, cruel, nihilistic, and bereft of humor.
When it does, it magically appears wherever its master
In order to further its master's goals, the wand feigns
senses an opportunity to achieve some fell goal.
devotion to its current user and makes grandiose
Made from bones as hard as iron, the wand is topped
promises that it has no intention of fulfilling, such as
with a magically enlarged skull that once belonged to
vowing to help its user overthrow Orcus.
a human hero slain by Orcus. The wand can magically
Destroying the Wand. Destroying the Wand of Orcus
change in size to better conform to the grip of its user.
requires that it be taken to the Positive Energy Plane by
Plants wither, drinks spoil, flesh rots, and vermin thrive
the ancient hero whose skull surmounts it. For this to
in the wand's presence.
happen, the long-lost hero must first be restored to life-
Any creature besides Orcus that tries to attune to the
no easy task, given the fact that Orcus has imprisoned
wand must make a DC 17 Constitution saving throw.
the hero's soul and keeps it hidden and well guarded.
On a successful save, the creature takes 10d6 necrotic
Bathing the wand in positive energy causes it to crack
damage. On a failed save, the creature dies and rises
and explode, but unless the above conditions are met, the
as a zombie. wand instantly reforms on Orcus's layer of the Abyss.
In the hands of one who is attuned to it, the wand can
be wielded as a magic mace that grants a + 3 bonus to
attack and damage rolls made with it. The wand deals OTHER REWARDS
an extra 2d12 necrotic damage on a hit. As much as adventurers desire treasure, they often
Random Properties. The Wand of Orcus has the appreciate other forms of reward. This section
following random properties: presents a variety of ways that gods, monarchs, and
other beings of power might recognize the characters'
• 2 minor beneficial properties
accomplishments, including supernatural gifts that
1 major beneficial property
give characters new capabilities; titles, lands, and other
2 minor detrimental properties
marks of prestige; and boons that are available only to
1 major detrimental property
adventurers who have reached 20th level.
The detrimental properties of the Wand of Orcus are
suppressed while the wand is attuned to Orcus himself. SUPERNATURAL GIFTS
Protection. You gain a +3 bonus to Armor Class while
A supernatural gift is a special reward granted
holding the wand.
by a being or force of great magical power. Such
Spells. The wand has 7 charges. While holding it, you
supernatural gifts come in two forms: blessings and
can use an action and expend 1 or more of its charges
charms. A blessing is usually bestowed by a god or
to cast one of the following spells (save DC 18) from
a godlike being. A charm is typically the work of a
it: animate dead (1 charge), blight (2 charges), circle of
powerful spirit, a location of ancient magic, or a creature
death (3 charges), finger of death (3 charges), power
that has legendary actions. Unlike a magic item, a
word kill (4 charges), or speak with dead (1 charge). The
supernatural gift isn't an object and doesn't require
wand regains 1d4 + 3 expended charges daily at dawn.
attunement. It gives a character an extraordinary ability,
While attuned to the wand, Orcus or a follower
which can be used one or more times.
blessed by him can cast each of the wand's spells using
2 fewer charges (minimum of 0). BLESSINGS
Call Undead. While you are holding the wand, you
A character might receive a blessing from a deity for
can use an action to conjure skeletons and zombies, doing something truly momentous-an accomplishment
calling forth as many of them as you can divide 500 hit
that catches the attention of both gods and mortals.
points among, each undead having average hit points Killing rampaging gnolls rarely warrants such a
(see the Monster Manual for statistics). The undead blessing, but slaying the high priest of Tiamat as he
magically rise up from the ground or otherwise form in attempts to summon the Dragon Queen might.
unoccupied spaces within 300 feet of you and obey your A blessing is an appropriate reward for one of the
commands until they are destroyed or until dawn of following accomplishments:
the next day, when they collapse into inanimate piles of
bones and rotting corpses. Once you use this property • Restoring the most sacred shrine of a god
of the wand, you can't use it again until the next dawn. • Foiling an earthshaking plot by the enemies of a god
While attuned to the wand, Orcus can summon any • Helping a god's favored servant complete a holy quest
kind of undead, not just skeletons and zombies. The An adventurer might also receive a blessing in
undead don't perish or disappear at dawn the following advance of a perilous quest. For example, a paladin
day, remaining until Orcus dismisses them. could receive one before setting out on a quest to slay a
Sentience. The Wand ofOrcus is a sentient, chaotic terrifying lich that is responsible for a magical plague
evil item with an Intelligence of 16, a Wisdom of 12, and sweeping the land.
CHAPTER 7 I TREASURE
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