Editing
Orcus
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Rules for Orcus== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Orcus' rules across various editions, because someone felt it necessary to include copypasta <div class="mw-collapsible-content"> '''3.5E Orcus''' ''The massive, bloated demon stands 15 feet tall, his immense frame a hideous combination of muscle and bloated flesh. Its head is that of a ram with a great maw filled with tusks, and its thick-furred legs end in cloven hooves. Leathery wings and a barb-tipped tail complete the picture of the archetypal demon. :Orcus, Prince of the Undead [CR 22] CE Large outsider (chaotic, evil, extraplanar, tanar’ri) :Init+10 ; Senses darkvision 60 ft., true seeing; Listen +34, Spot +34 :Languages Abyssal, Common; telepathy 300 ft. :AC 48, touch 20, flat-footed 42 (–1 size, +6 Dex, +28 natural, +5 deflection) :hp 455 (26 HD); DR 20/cold iron and good :Immunities: ability drain, critical hits, death effects, electricity, energy drain, mind-affecting spells and abilities, negative energy, paralysis, poison, sneak attacks :Resistances: acid 10, cold 10, fire 10; SR35 :Saves: Fort+28 , Ref+21, Will+20 :Speed: 20 ft. (4 squares), fly 40 ft. (average) :Melee: Wand of Orcus +44/+39/+34/+29 (2d6+18/19–20 plus 2d6 unholy plus 2d6 chaotic plus death) and claw +35 (1d6+6) and gore +35 (1d8+6) and sting +35 (1d6+6 plus poison) :Space 10 ft.; Reach 10 ft. :Base Atk+26 ; Grp+ 42 :Special Actions summon tanar’ri, summon undead :Spell-Like Abilities (CL 20th): At will: astral projection, command undead (DC 18), desecrate, detect good, detect law, enervation(+31 ranged touch), greater dispel magic, greater teleport, telekinesis (DC 19), unhallow, unholy blight (DC 18); 3/day: quickened enervation (+31 ranged touch), finger of death (DC 23), symbol of death (DC 24); 1/day: wail of the banshee (DC 25) :Abilities: Str 35, Dex 23, Con 37, Int 27, Wis 20, Cha 19 :Special Qualities: tanar’ri traits (see Fiendish Codex I, page 28) :Feats: Dark Speech*, Greater Spell Focus (necromancy), Hover, Improved Critical (heavy mace), Improved Initiative, Multiattack, Quicken Spell-Like Ability (enervation), Spell Focus (necromancy), Weapon Focus (heavy mace) :Skills: Bluff +33, Climb +41, Concentration +42, Craft (alchemy) +37, Diplomacy +8, Escape Artist +35, Forgery +37, Intimidate +35, Knowledge (arcana) +37, Knowledge (religion) +37, Knowledge (the planes) +37, Listen +34, Search +37, Sense Motive +34, Spellcraft +39, Spot +34, Use Magic Device +33 '''4E Avatar of Orcus''' :Aspect of Orcus - Level 24 Elite Brute :Large elemental humanoid (demon) :Initiative +15 Perception +21 (darkvision) :Aura: Lesser Aura of Death (Necrotic) aura 10 inflicts necrotic 5 :HP 560; AC 37; Fortitude 39, Reflex 35, Will 36 :Immune: disease, poison :Resists: 20 necrotic, 10 variable (may change 3/encounter as minor action) :Saving Throws +2 :Speed 6, fly 8 (clumsy) :Action Points 1 :Melee attack(default): Skull Mace (standard; at-will) (Necrotic, Weapon) Reach 2; +27 vs. AC; 2d10 + 5 damage, and the target is weakened (save ends). :Melee attack: Tail Lash (immediate reaction, when an enemy moves or shifts into a square adjacent to the aspect of Orcus; at-will) +27 vs. AC; 2d6 + 10 damage, and the target is knocked prone. :Close Burst: Necrotic Burst (standard; at-will) (Necrotic) Close burst 3; targets enemies; +23 vs. Fortitude; 1d10 + 5 necrotic damage. :Alignment Chaotic evil Languages Abyssal, Common :Skills Arcana +23, History +23, Intimidate +24, Religion +23 :Str 30 (+22) Dex 17 (+15) Wis 19 (+16) Con 30 (+22) Int 22 (+18) Cha 25 (+19) '''5E Orcus''' :Huge fiend (demon), chaotic evil :Armor Class 17 (natural armor) :Hit Points 405 (30d12+210) :Speed 40 ft., fly 40 ft. :Str 27 (+8) Dex 14 (+2) Con 25 (+7) Int 20 (+5) Wis 20 (+5) Cha 25 (+7) :Saving Throws Dex +10, Con +15, Wis +13 :Skills Arcana +12, Perception +12 :Damage Resistances cold, fire, lightning :Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical :Condition Immunities charmed, exhaustion, frightened, poisoned :Senses truesight 120 ft., passive Perception 10 :Languages all, telepathy 120 ft. :Challenge 26 (90,000 XP) :Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend or 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at dawn. While holding the wand, Orcus gains +3 AC and can use an action to conjure undead creatures whose combined average hit points don't exceed 500, These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn. :Innate Spellcasting. Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components. At will: chill touch (17th level), detect magic. 3/day each: create undead, dispel magic. 1/day: time stop. :Legendary Resistance (3/Day). If Orcus fails a saving throw, he can choose to succeed instead. :Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects. :Magic Weapon. Orcus's weapon attacks are magical. :Master of Undeath. When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night. :Multiattack. Orcus makes two Wand of Orcus attacks. :Wand of Orcus. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage. :Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 18 (4d8) poison damage. :Legendary Actions. Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn. :Tail. Orcus makes one tail attack. :A Taste of Undeath. Orcus casts chill touch (17th level). :Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area are vulnerable to necrotic damage. </div></div> {{D&D-DemonPrinces}} {{D&D-Ghostwalk-Deities}}
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information