Armor Class
17, 20
Orcus
Huge Fiend · Chaotic Evil
Hit Points
405 (30d12 + 210)
Speed
Walk 40 ft., Fly 40 ft.
CR
26
Traits
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.
Master of Undeath
Orcus can cast (at will) and (3/day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control indefinitely. Additionally, he can cast even when it isn't night.
Special Equipment
Orcus wields the .
Actions
Multiattack
Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt attacks.
Wand of Orcus
Melee Weapon Attack +19 to hit, reach 10 ft., one target. 24 () Bludgeoning damage plus 13 () Necrotic damage.
Tail
Melee Weapon Attack +16 to hit, reach 10 ft., one target. 21 () Force damage plus 9 () Poison damage.
Necrotic Bolt
Ranged Spell Attack +15 to hit, range 120 ft., one target. 29 () Necrotic damage.
Conjure Undead (1/Day)
While holding the , Orcus conjures Undead Creatures whose combined average hit points don't exceed 500. These creatures 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.
Legendary Actions
Attack
Orcus makes one Tail or Necrotic Bolt attack.
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 have vulnerability to Necrotic damage.