b'Demon Lord, Orcus, Demon Prince of the Undead \n'b'  Family:   Demons  \n'b'  Huge   fiend  (demon),  chaotic evil  \n'b'  Armor Class  25 (natural armor)  Hit Points  825 (50d12 + 500)  Speed  40 ft., fly 60 ft.\n'b' STATS STR: 30 (+10) DEX:  21 (+5)  CON:  30 (+10)  INT:  27 (+8)  WIS:  27 (+8)  CHA:  30 (+10)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dexterity  +15,  Constitution  +20,  Wisdom  +18,  Charisma  +20  Skills   History  +18,  Perception  +18,  Religion  +18  Damage Resistances  acid, cold, fire  Damage Immunities  lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   truesight  120 ft., passive  Perception  28  Languages  all, telepathy 360 ft.  Challenge  35 (330,000 XP) \n'b' Special Traits \n'b'\n'b'  Special Equipment . Orcus wields its iconic rod, the Wand of Orcus. \n'b'  Innate Spellcasting . Orcus\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 28, +20 to hit with spell attacks). Orcus can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  animate dead ,  chill touch  (17th level),  detect magic  \n'b'  7/day :  create undead  \n'b'  5/day :  eyebite  \n'b'  3/day each :  circle of death ,  finger of death  \n'b'\n'b'  Legendary Resistance (3/day) . If Orcus fails a saving throw, it can choose to succeed instead. Lord of the Grave. Orcus always casts  animate dead  or  create undead  at maximum level and without any restrictions. Creatures created by these spells remain under its control indefinitely. \n'b'  Magic Resistance . Orcus has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . Orcus\xe2\x80\x99s attacks are magical. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . Orcus makes two Wand of Orcus attacks. \n'b'  Wand of Orcus .  Melee Weapon Attack : +20 to hit, reach 5 ft., one target.  Hit : 24 (4d6 + 10) bludgeoning damage and the target must make a DC 17  Charisma  saving throw, dropping to  0 hit points  on failure, or, on a success, the target takes 21 (6d6) necrotic damage. \n'b'  Tail .  Melee Weapon Attack : +20 to hit, reach 5 ft., one target.  Hit : 24 (4d6 + 10) piercing damage plus 22 (4d10) poison damage. \n'b'  Aura of Death . Each non-undead creature that starts its turn within 20 feet of Orcus takes 17 (5d6) necrotic damage. \n'b'  Aura of Enfeeblement (Recharge 5-6) . Black beams of negative energy surround Orcus in a 20-foot radius centered on it. Each creature in this area must make a DC 24  Constitution  saving throw. On a failure, the target deals only half damage with weapon attacks that use  Strength  for 1 minute. A weakened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to Orcus\xe2\x80\x99s Aura of Enfeeblement for the next 24 hours. \n'b'  Teleport . Orcus magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b'\n'b' Legendary Actions \n'b' Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Orcus regains spent legendary actions at the start of its turn. \n'b'\n'b'  Tail . Orcus makes one tail  attack . \n'b'  Devouring Darkness (Costs 2 Actions) . Orcus chooses a point that it can see within 100 feet of it. A cloud of darkness erupts from that point and lasts for 1 minute. The area is heavily  obscured  and each creature in the area must make a DC 24  Constitution  saving throw, taking 28 (8d6) necrotic damage on a failure, or half as much damage on a success. Creatures slain by the devouring darkness rise as ghouls under the command of Orcus within 1d4 rounds. \n'b'  Charnel Wind (Costs 3 Actions) . A putrid, carrion wind erupts from Orcus in a 30-foot radius centered on it and lasts until the end of Orcus\xe2\x80\x99s next turn. All non-undead creatures within this area must succeed on a DC 24  Constitution  saving throw against disease or be  poisoned  until the end of Orcus\xe2\x80\x99s next turn. While  poisoned  in this way, the creature can take either an action or a bonus action on its turn, not both, and it can\xe2\x80\x99t take  reactions . \n'b'\n'b' Lair Actions \n'b' On  Initiative  count 20 (losing  initiative  ties), Orcus can take a lair action to cause one of the following effects; it can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b'  Beckon Army of the Dead . While in its lair, Orcus can use the wand to summon an undead army. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 100 feet of Orcus and obey its commands until they are destroyed or until it dismisses them as an action. Orcus can only use this lair action every 24 hours unless it is in the Palace of Bones on Thanatos, the level of the Abyss it rules. Orcus may use it on each subsequent  initiative  20 at will if on that plane. That army consists of:\n'b'\n'b'\n'b' 10 skeletons \n'b' 5 zombies \n'b' 3 ghouls \n'b' 3 specters \n'b' 2 wights \n'b' 1  mummy  \n'b'\n'b'  Bone Cage . Orcus causes all bones within the lair to form tight cages around two creatures of its choice. The cages can be attacked and destroyed (AC 15;  hp  30;  vulnerability  to bludgeoning damage;  resistance  to piercing, poison, slashing, and psychic damage). While in a bone-cage, a creature is retrained. \n'b'  Fountain of Blood . Orcus chooses a point on the ground that it can see within 100 feet of it. A geyser of caustic blood erupts from the ground at that point and rains down in a 40-foot high, 10-foot cylinder. Each creature in that area must make a DC 24  Dexterity  saving throw, taking 24 (7d6) acid damage on a failure, or half as much damage on a successful one. \n'b'\n'b' Regional Effects \n'b' The region containing Orcus\xe2\x80\x99s lair is warped by its magic. If a creature within 10 miles of Orcus\xe2\x80\x99 lair dies, roll a d20. On a 19 or 20, the creature rises as a  zombie  under Orcus\xe2\x80\x99 control. \n'b' If Orcus dies, this effect fade over the course of 1d10 days. \n'b' Wand of Orcus \n'b' Rod, artifact (requires attunement) \n'b' The mighty Wand of Orcus is a huge, black, skull-tipped rod, fully 6-feet in length. Its head is an ancient, bleached jawless skull, whose eye sockets glow with ruddy, red light. It exudes an aura of primeval menace, chilling the soul and the body with the cold of the grave. \n'b'\n'b'  Aura of Death . Any living creature is unable to take short or  long rest s within 300 feet of the Wand of Orcus. If any creature who is not Orcus touches the Wand of Orcus, it must succeed on a DC 17  Charisma  saving throw or drop to  0 hit points  and begin dying. On a successful saving throw, the creature takes 6d6 necrotic damage. A creature who succeeds on the saving throw is immune to this effect for 24 hours. Orcus can suppress this effect from any locations. \n'b'  Attunement . To attune to the artifact, you must bathe yourself and the Wand of Orcus in the blood of a Solar Angel. \n'b'  Magic Weapon . The Wand of Orcus functions as a magic mace that has a +3 bonus to attack and  damage rolls  made with this weapon. It deals 4d6 bludgeoning damage on a hit. It also functions as a  sword of wounding . \n'b'  Spellcasting . You can use an action to cast the following spells at will:  blight ,  darkness , or  speak with dead . The Wand of Orcus has 20 charges, which can be used to cast the following spells:  animate dead  (3 or more charges),  bestow curse  (2 charges),  circle of death  (6 charges),  contagion  (5 charges),  create undead  (6 or more charges),  finger of death  (7 charges),  harm  (6 charges), or  power word kill  (9 charges). The Wand of Orcus recovers all charges each midnight. \n'b'  Sentience . The Wand of Orcus is a sentient chaotic evil magic item, with an  Intelligence  of 20, a  Wisdom  of 18, and a  Charisma  of 23. It has  truesight  out to 120 feet and understands Abyssal and Infernal. It can communicate with its wielder telepathically. Its goal is the subjugation and destruction of all realms under the all-encompassing gaze of Orcus. It will attempt to sway or control an attuned creature to further the goals of Orcus. The Wand of Orcus is evil, wholly so. The wand\xe2\x80\x99s telepathic messages are quiet and breathy, almost a wet wheeze through diseased lungs. It is not averse to assisting an attuned wielder\xe2\x80\x99s temporary goals, as long as they are not inimical to its long-term goal of turning all planes of existence into fields of undead. \n'b'  Destruction . The Wand of Orcus can only be destroyed if Orcus is truly slain and destroyed. If Orcus is permanently slain, the Wand of Orcus becomes brittle and can be easily smashed into dust. \n'b'\n'b' About \n'b' This demonic humanoid is squat and bloated, standing nearly three times as tall as a normal human. His goat-like head sports large, spiraling ram horns. His legs are covered in thick brown fur and end in hooves. \n'b' Large powerful arms wield a wicked skull-tipped wand. Two large, black bat-like wings protrude from his back, and a long, snake-like tail, tipped with a sharpened barb, trails behind him. \n'b' Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. Orcus is one of the strongest (if not the strongest) and most powerful of all demon lords. He fights a never-ending war against rival demon princes that spans several Abyssal layers. From his great bone palace, he commands his troops as they wage war across the smoldering and stinking planes of the Abyss. Orcus spends most of his days in his palace, rarely leaving its confines unless he decides to leads his troops into battle (which has happened on more than one occasion). \n'b' Most of the time though, he is content to let his generals and commanders lead the battles. \n'b' When not warring against rival  demon  princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies. \n'b' Orcus stands 15 feet tall and weighs nearly 6,000 pounds. \n'b' Orcus prefers to conduct battles using his Wand or natural weapons (tail and fists). Generally, he avoids direct combat with powerful foes preferring to hang back and pepper them with an array of spells and effects. If pressed into melee, he uses his tail sting against the strongest opponent while focusing his fear gaze on the spellcasters. When given the chance, he summons demons and undead to aid him. If combat goes against him, he uses his greater  teleport  ability to escape, leaving a retinue of demons and undead monsters to deal with the interlopers. \n'b' Servants of Orcus \n'b' The followers of the Prince of Undead are clerics and adepts that venerate death, sorcerers and wizards fascinated with death, and half-fiend variants of the aforementioned creatures. His followers are most often clerics, necromancers, and sorcerers. Followers of Orcus are known as Disciples of Orcus and must sign a pact of evil. Disciples of Orcus can receive spells from Orcus and are granted access to the domains of Chaos, Death, Destruction, Evil, and War (a  cleric  can choose any two of these domains).'