OrcusHuge fiend (demon)
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 Weapons. Orcus’s weapon attacks are magical.
Master of Undeath. When Orcus casts animate dead, the creatures created by the spells remain under his control indefinitely.
Spellcasting. The orcus uses Divinity (Cha) to cast spells (spell save Difficulty 23, +15 to hit with spell attacks). It has 50 mana, a mana limit of 9, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:
At will: detect magic
1 mana: absorb spirit, blight, bone armor, constricting bandage, consumptive field, crippling pain, dampen pain, detect death, detect disease, false life, giant crawling claw, inflict wounds, life drain, life transference, path to the grave, ravage, ray of enfeeblement
2 mana: animate dead, antilife shell, circle of death, cloak of flies, control undead, death ward, defer death, dispel magic, feign death, finger of death, gentle repose, harm, insect plague, power word pain, share pain, speak with dead, time stop, wall of bones
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save Difficulty of 18. While holding it, Orcus can use two actions to cast animate dead, blight, harm, inflict wounds, life drain, or speak with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge) or finger of death (1 charge). The wand regains 1d4 + 3 charges daily at dawn.
While holding the wand, Orcus can use two actions to conjure undead creatures whose combined average health doesn’t exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 100 meters 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.
Wand of Orcus. Melee Weapon Attack: +16 to hit, reach 2 m. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage.
Tail. Melee Weapon Attack: +16 to hit, reach 2 m. Hit: 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage.
Legendary Actions (3)
Only one legendary option can be used at a time and only at the end of another creature’s turn. The orcus regains spent legendary actions at the start of its turn.
A Taste of Undeath. Orcus casts grave rot.
Creeping Death. Orcus chooses a point on the ground that he can see within 20 meters of him. A cylinder of swirling necrotic energy 10 meters tall and with a 2-meter radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area have vulnerability to necrotic damage.
Tail. Orcus makes one tail attack.
On initiative count 20 (losing initiative ties), the orcus takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:
Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill. Orcus needn’t see the creature, but he must be aware that the individual is in the lair.
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
Orcus causes skeletal arms to rise from an area on the ground in a 5-meter radius that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a Difficulty 23 Reflex saving throw or be restrained until the arms disappear or until Orcus releases their grasp (no action required).
The region containing the orcus's lair is warped by the orcus’s magic, which creates one or more of the following effects:
Dead animals periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found.
If a humanoid spends at least 1 hour within 2 kilometers of the lair, that creature must succeed on a Difficulty 23 Will saving throw or descend into a madness determined by the Madness of Orcus table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If Orcus dies, these effects fade over the course of 1d10 days.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.