Kryx RPGThemesMonsters


Huge fiend (demon)
26 (90,000 XP)


Defense note natural armor, 20 with the Wand of Orcus
Damage resistances cold, fire, lightning
Damage immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities charmed, exhausted, frightened, poisoned

Speed 12 m., fly 12 m.
Senses truesight 35 m., passive Perception 23
Skills Arcana +13, Perception +13
Languages all, telepathy 35 m.

Dashing Strike. If the orcus uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

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:

At will: chill touch (17th level), detect magic

3/day each: animate dead, 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 Weapons. 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.

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 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 can use an action 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 90 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.


Multiattack. Orcus makes two Wand of Orcus attacks.

Wand of Orcus. Melee Weapon Attack: +19 to hit, reach 3 m. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage.

Tail. Melee Weapon Attack: +16 to hit, reach 3 m. Hit: 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage.

Legendary Actions

The orcus can take 3 legendary actions, choosing from the options below. 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 chill touch (17th level).

Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 30 meters of him. A cylinder of swirling necrotic energy 18 meters tall and with a 3-meters 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.