Orcus

Huge fiend (demon), Chaotic Evil

Armor Class17 (natural armor), 20 (with the Wand of Orcus)
Hit Points405 (30d12 + 210)
Speed40 ft., fly 40 ft.
STRDEXCONINTWISCHA
27 (+8) 14 (+2) 25 (+7) 20 (+5) 20 (+5) 25 (+7)
Saving ThrowsCon +15, Dex +10, Wis +13
SkillsArcana +13, Perception +13
Damage Vulnerabilities—
Damage Resistancescold; fire; lightning
Damage Immunitiesnecrotic; poison; bludgeoning, piercing, slashing that is nonmagical
Condition Immunitiescharmed; exhaustion; frightened; poisoned
Sensestruesight 120 ft., passive Perception 22
Languagesall, telepathy 120 ft.
Challenge26

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 animate dead (at will) and create undead (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 create undead even when it isn't night.

Special Equipment.

Orcus wields the Wand of Orcus.

Actions

Multiattack.

Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt attacks.

Wand of Orcus.

Melee Attack Roll: +19 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11) bludgeoning damage plus 13 (2d12) necrotic damage.

Tail.

Melee Attack Roll: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) force damage plus 9 (2d8) poison damage.

Necrotic Bolt.

Ranged Spell Attack Roll: +15 to hit, range 120 ft., one target. Hit: 29 (5d8 + 7) necrotic damage.

Conjure Undead (1/Day).

While holding the Wand of Orcus, 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.

Spellcasting

Orcus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):

At will: detect magic

1/day: time stop

3/day: dispel magic

While holding the Wand of Orcus, Orcus casts one of the following spells (spell save DC 18), some of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3 charges daily at dawn:

At will: animate dead (as an action), blight, speak with dead