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.
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