Page 154 - Mordenkainen's Tome of Foes Deluxe
P. 154
REGIONAL EFFECTS MADNESS OF 0RCUS
The region containing Orcus's lair is warped by Orcus's
If a creature goes mad in Orcus's lair or within line of
magic, creating one or more of the following effects:
sight of the demon lord, roll on the Madness of Orcus
• Dead beasts periodically animate as undead mock- table to determine the nature of the madness, which is
eries of their former selves. Skeletal and zombie ver- a character flaw that lasts until cured. See the Dungeon
sions of local wildlife are commonly seen in the area. Master's Guide for more on madness.
• The air becomes filled with the stench of rotting flesh,
and buzzing flies grow thick within the region, even MADNESS OF 0RCUS
when there is no carrion to be found.
dl O O Flaw (lasts until cured)
• If a humanoid spends at least 1 hour within 1 mile
01-20 "I often become withdrawn and moody, dwelling on
of the lair, that creature must succeed on a DC 23
Wisdom saving throw or descend into a madness the insufferable state of life."
determined by the Madness of Orcus table. A creature 21-40 " I am compelled to make the weak suffer."
that succeeds on this saving throw can't be affected by 41-60 " I have no compunction against tampering with the
this regional effect again for 24 hours. dead in my search to better understand death."
61- 80 "I want to achieve the everlasting existence of un-
If Orcus dies, these effects fade over the course of
ldlO days. death."
81- 00 "I am awash in the awareness of life's futility."
0RCUS At will: chill touch (17th level), detect magic ,.
3/day each: create undead, dispel magic '
Huge fiend (demon), chaotic evil
1/day: time stop
Armor Class 17 (natural armor), 20 with the Wand of Orcus
Legendary Resistance (3/Day). If Orcus fails a saving throw, he
Hit Points 405 (30d12 + 210) can choose to succeed instead.
Speed 40 ft., fly 40 ft.
Magic Resistance. Orcus has advantage on saving throws
STR DEX CON INT WIS CHA against spells and other magical effects.
27 (+8) 14 (+2) 25 (+7) 20 (+5) 20 (+5) 25 (+7)
Magic Weapons. Orcus's weapon attacks are magical.
Saving Throws Dex +10, Con +15, Wis +13 Master of Undeath. When Orcus casts animate dead or create
Skills Arcana +12, Perception +12 undead, he chooses the level at which the spell is cast, and
Damage Resistances cold, fire, lightning the creatures created by the spells remain under his control
Damage Immunities necrotic, poison; bludgeoning, piercing,
indefinitely. Additionally, he can cast create undead even when
and slashing that is nonmagical
it isn't night.
Condition Immunities charmed, exhaustion, frightened,
poisoned ACTIONS
Senses truesight 120 ft., passive Perception 22
Multiattack. Orcus makes two Wand of Orcus attacks.
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP)
Wand ofOrcus. Melee Weapon Attack: +19 to hit, reach 10
ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13
Wand ofOrcus. The wand has 7 charges, and any of its prop-
(2d12) necrotic damage.
erties that require a saving throw have a save DC of 18. While
holding it, Orcus can use an action to cast animate dead, Tail. Me/ee Weapon Attack:+16 to hit, reach 10 ft., one target.
blight, or speak with dead. Alternatively, he can expend 1 or Hit: 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage.
more of the wand's charges to cast one of the following spells
LEGENDARY ACTIONS
from it: circle of death (l charge),jinger of death (l charge), or
power word kill (2 charges). The wand regains ld4 + 3 charges Orcus can take 3 legendary actions, choosing from the options
daily at dawn. below. Only one legendary action option can be used at a time
While holding the wand, Orcus can use an action to conjure and only at the end of another creature's turn. Orcus regains
undead creatures whose combined average hit points don't ex- spent legendary actions at the start of his turn.
ceed 500. These undead magically rise up from the ground or
Tail. Orcus makes one tail attack.
otherwise form in unoccupied spaces within 300 feet of Orcus
A Taste ofUndeath. Orcus casts chill touch (17th level).
and obey his commands until they are destroyed or until he Creeping Death (Costs 2 Actions). Orcus chooses a point on
dismisses them as an action. Once this property of the wand is the ground that he can see within 100 feet of him. A cylinder
used, the property can't be used again until the next dawn. of swirling necrotic energy 60 feet tall and with a 10-foot
radius rises from that point and lasts until the end of Or-
Innate Spe/fcasting. Orcus's spellcasting ability is Charisma
cus's next turn. Creatures in that area have vulnerability to
(spell save DC 23, +15 to hit with spell attacks). He can innately
necrotic damage.
cast the following spells, requiring no material components:
CHAPTER 6 I BESTI ARY

