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Descrição
Orcus | ||||||||||||||||||||||||||||||||||||||||||
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| Huge Fiend (Demon), Chaotic Evil | ||||||||||||||||||||||||||||||||||||||||||
AC 17 (natural armor), 20 (with the Wand of Orcus) Initiative +2 (12) | ||||||||||||||||||||||||||||||||||||||||||
| HP 405 (30d12 + 210) | ||||||||||||||||||||||||||||||||||||||||||
| Speed 40 ft., Fly 40 ft. | ||||||||||||||||||||||||||||||||||||||||||
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| Skills Arcana +13, Perception +13 | ||||||||||||||||||||||||||||||||||||||||||
| Resistances Cold, Fire, Lightning | ||||||||||||||||||||||||||||||||||||||||||
| Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing that is nonmagical; Charmed, Exhaustion, Frightened, Poisoned | ||||||||||||||||||||||||||||||||||||||||||
| Gear Wand of Orcus | ||||||||||||||||||||||||||||||||||||||||||
| Senses Truesight 120 ft., Passive Perception 22 | ||||||||||||||||||||||||||||||||||||||||||
| Languages All, telepathy 120 ft. | ||||||||||||||||||||||||||||||||||||||||||
| CR 26 (XP 90,000; PB +8) | ||||||||||||||||||||||||||||||||||||||||||
Traits | ||||||||||||||||||||||||||||||||||||||||||
Special Equipment. Orcus wields the Wand of Orcus. 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. | ||||||||||||||||||||||||||||||||||||||||||
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. Hit: 24 (3d8 + 11) bludgeoning damage plus 13 (2d12) necrotic damage. Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) force damage plus 9 (2d8) poison damage. Necrotic Bolt. Ranged Spell Attack: +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.
Spellcasting. Orcus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
Wand Spellcasting. 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:
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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. | ||||||||||||||||||||||||||||||||||||||||||
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Lair Actions | ||||||||||||||||||||||||||||||||||||||||||
On Initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
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Regional Effects | ||||||||||||||||||||||||||||||||||||||||||
The region containing Orcus's lair is warped by his magic, creating one or more of the following effects:
If Orcus dies, these effects fade over the course of 1d10 days. | ||||||||||||||||||||||||||||||||||||||||||
| Source: MPMM, page 204. Also found in MTF, page 153 |
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