Page 154 - Mordenkainen's Tome of Foes Deluxe
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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                                                                   01-20  "I  often become withdrawn and moody, dwelling on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
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