ORCUS, DEMON PRINCE OF THE UNDEAD

from Book of Vile Darkness

Large Outsider (Chaotic, Evil)

Hit Dice: 37d8+592 (758 hp)

Initiative: +7

Speed: 20 ft., fly 40 ft. (average)

AC: 47 (-1 size, +7 Dex, +6 insight, +20 natural, +5 deflection), touch 27, flat-footed 40

Attacks: Wand of Orcus (+6 chaotic unholy greatclub) +57/+52/+47/+42 melee and claw +45 melee and horns +45 melee and sting +45 melee

Damage: Wand of Qrcus (+6 chaotic unholy greatclub) 1d10+27/19-20, claw ld6+7, horns 2d6+7, sting ld3+7 plus poison

Face/Reach: 5 ft. by 5 ft./10 ft.

Special Attacks: Poison, spell-like abilities, spells

Special Qualities: DR 20/+7, outsider traits, see invisibility, SR 41, summon tanar'ri, summon undead, tanar'ri traits

Saves: Fort +36, Ref+27, Will +26

Abilities: Str 39. Dex 25, Con 43, Int 29, Wis 22, Cha 21

Skills: Alchemy +46, Bluff+42, Concentration +53. Diplomacy +40, Escape Artist +26, forgery +27, Hide +24, Intimidate +46, Knowledge (arcana) +41, Knowledge (religion) +41, Knowledge (the planes) +45, Knowledge (undead) +46, Listen +43, Move Silently +44, Scry +46, Search +46, Sense Motive +43, Spellcraft +46. Spot +43

Feats: Ambidexterity, Cleave, Craft Rod, Dark Speech, Improved Critical (greatclub), Power Attack, Quicken Spell, Scribe Scroll, Spell Focus (Necromancy), Weapon Focus (greatclub)

Climate /Terrain: Any land and underground

Organization: Orcus plus 1d6 vampires or liches

Challenge Rating: 28

Treasure: Quadruple standard

Alignment: Chaotic evil

Advancement: -

 

Orcus is a massive, bloated demon prince-bloated on spite, bile, and contempt. After becoming complacent with his wars against Demogorgon and Graz'zt waning, Orcus was murdered and deposed. But then, Orcus rose from the dead-an undead demon-and took the name Tenebrous

For a time, hiding in the-shadows and waiting to take his revenge. Now he has reinstated himself to his former position and taken up residence in Naratyr, his terrible fortress-city in the Abyss on Thanatos, the layer he rules. Once again Orcus finds himself in a struggle for dominance with many of the other demon lords.

Orcus is no longer content to grow old and fat feeding on larvae in his castle. He focuses his anger and hate on the absolute destruction of his enemies and the spread of woe and havoc among mortals. Truly a demon reborn, Orcus is more terrible and more dangerous than ever,

Orcus hates both Demogorgon and Graz'zt. He resents them for their power, and he covets their realms. Orcus commands a host of undead as well as armies of demons that ravage the fields of the Abyss that they cross.

Probably because he has an identifiable, if loathsome, "portfolio," Orcus is worshiped as a god more often than most of the other demon princes are. Although Demogorgon might actually be more powerful, Orcus may be closer to ascending to true godhood.

Standing 15 feet tall, Orcus is a massive demon. His head bears a striking resemblance to that of a ram, and his legs end in cloven hooves. Batlike wings complete the picture of

the archetypal demon. In fact, when commoners think of demons, they most likely think of some terrible picture of Orcus that they once saw somewhere. On us is best known in some circles for his wand, an artifact of malefic might. This wand-more accurately described as a rod is made of black iron and obsidian and topped with a skull. It has terrible powers (see the Artifacts section of Chapter 6) and is a horrific weapon in its own right. The black, skull-lopped rod also serves as the prince's symbol.

Combat

Orcus relies heavily on his wand in combat, much preferring to engage in melee and kill foes with the artifact. He often goes into combat with unholy aura (granting a +4 bonus on saves) active on himself as well as any servants he might have with him.

Poison (Ex): Orcus delivers his poison (Fort DC 44) with each successful sting attack. The initial damage is ld6 points of Strength damage; the secondary damage is 2d6 points of Strength damage.

Spell Like Abilities: At will-animate dead, blasphemy, charm person, clutch of Orcus, create undead, create greater undead, deeper darkness, desecrate, detect good, detect law, detect thoughts, fear, feeblemind, greater dispelling, lightning bolt, read magic, suggestion, stop heart, telekinesis teleport without error, tongues (self only), unhallow, unholy aura, unholy blight, wall of fire; 1/day-symbol (any), shapechange, time stop. Caster level 20th; save DC 15 + spell level.

Spells: Orcus casts spells as a 13th-level wizard specializing in the Necromancy school. He can also cast spells usually limited to undead. Naratyr has hundreds of spell books, so Orcus has access to any wizard spell he wishes to prepare, except those from his prohibited school (Divination).

Spells Prepared (5/8/7/7/7/6/4/3; save DC 19 + spell level or 21 + spell level for Necromancy spells):

0-daze, detect magic, disrupt undead, ghost sound, mage hand;

1st-cause fear, change self, chill touch, mage armor, magic missile, ray of enfeeblement, wield, shocking grasp;

2nd-blur, bull's strength, (darkness, ghoul touch, invisibility scare, spectral hand;

3rd-displacement, fireball, halt undead, haste (2), magic circle against good, vampiric touch; 4th-bestow curse, contagion, emotion, enervation, grim revenge, phantasmal killer, wrack;

5th-cloudkill, dominate person, hold monster, magic jar, nightmare, wall of iron;

6th-Circle of death, disintegrate, ectoplasmic enhancement greater dispelling;

7th-finger of death, forcecage, limited wish.

Outsider Traits: Orcus has darkvision (60-foot range). He cannot be raised or resurrected.

See Invisibility (Su): Invisible creatures and objects are always visible to Orcus, as if he constantly had a see invisibilily spell (caster level 20th) active.

Summon Tanar'ri (Sp): Once per day Orcus can automatically summon ld6 vrocks, ld4 hezrous, or 1 glabrezu, or he has an 80% chance to summon 1 nalfeshnee, 1 marilith, or l balor.

Summon Undead (Sp): Once per day Orcus can automatically summon 4dl0 wights, 1d8 spectres, or ld3 vampires or mohrgs.

Tanar'ri Traits: Orcus can communicate telepathically with any creature within 100 feet that has a language. He is immune to electricity and poison, and he has acid resistance 20, cold resistance 20, and fire resistance 20.

Possessions: The Wand of Orcus is an artifact that acts as a +6 chaotic unholy greatclub that adds a +5 deflection bonus to the wielder's Armor Class and forces any living creature touched by it to make a Fortitude save (DC 20) or die instantly. It has other powers as well (see its description in Chapter 6).

The Goals of Orcus

Orcus is in many ways a contradictory figure. He does not delight in his charges, the undead, and has not taken up the self-proclaimed mantle "Prince of the Undead" out of devotion or allegiance. If anything, the demon lord despises undead. He has little but contempt for them and uses them without thought or consideration. Of course, Orcus despises the living as well. He hates all things, and seethes with utter revulsion and loathing at all times. He craves only personal power and the spread of misery and destruction for all others.

Occasionally, Orcus allows his wand to be found by a mortal in order to wreak greater chaos and evil among those inhabiting the Material Plane. This sort of dalliance lasts only for a short time-perhaps a year or two at most-before the bloated prince grows bored and reclaims his artifact, usually along with the soul of who ever currently wields it.

Orcus is in a constant state of war with his rivals Demogorgon and Graz'zt. More often than not, actual warfare occurs between his armies of undead and demons and Craz'zt's hordes of monsters and demons. Strife with Demogorgon often takes a more subtle guise, that of assassination and sabotage. This is usually because both his and Demogorgon's full armies are simultaneously warring against the forces of Craz'zt. However, sometimes the legions of Orcus and Demogorgon meet in the course of their struggle against Graz'zt, and then they attack each other as viciously as they fight the legions of the Dark Prince.

The Servants of Orcus

Orcus has many servants, and most of them are undead, although a number of demons serve him as well. Most of his servants do not last long enough to gain positions of power. Kauvra is a vampire who serves as an enforcer lord Orcus on Thanatos. Her rages are infamous, as is the long list of creatures that she has slain single-handedly. Harthoon's arcane power makes him a perfect vizier for the Prince of the Undead, and he currently serves in that capacity at Orcus's right hand.

Kauvra: Female half-ogre vampire Bbn 16; CR 18; Medium-size undead; HD 16dl2; hp 93; Init +7; Spd 30 ft.; AC 31, touch 17, flat-footed 31; Atk +24 melee (1d6+12, slam), or +27/+22/+17/+12 melee (ld12+14/X3, +2 unholy greataxe); SA blood drain, domination, energy drain; SQ alternate form, children of the night, cold resistance 20, create spawn, DR 15/+1, DR 2/-, electricity resistance 20, fast healing 5, fast movement, gaseous form, greater rage 5/day, spider climb, turn resistance +4, uncanny dodge (Dex bonus to AC, can't be flanked), undead traits; AL CE; SV Fort +10, Ref +10, Will +8; Str 26, Dex 16, Con -, Int 13, Wis 17,Cha 20.

Skills and Feats: Bluff +13, Climb +21, Hide +8, Intimidate +22, Jump +20, Listen +18, Move Silently +12, Search +9, Sense Motive +11, Spot +13, Wilderness Lore +18; Alertness, Cleave, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Sunder, Thrall to Demon, Weapon Focus (greataxe),

Blood Drain (Ex): Kauvra can suck blood from a living victim with her fangs by making a successful grapple check (grapple bonus +24). If she pins the foe, Kauvra drains blood, dealing ld4 points of Constitution drain each round the pin is maintained.

Domination (Su): Kauvra can crush an opponent's will just by looking into his or her eyes. This ability is similar to a gaze attack, except that Kauvra must take a standard action to use it, and those merely looking at her are not affected. Anyone Kauvra targets must succeed at a Will save (DC 23) or fall instantly under her influence as though by a dominate person spell cast by a 12th-level sorcerer. The ability has a range of 30 feet.

Energy Drain (Su): Any living creature hit by Kauvra's slam attack gains two negative levels. For each negative level bestowed. Kauvra heals 5 points of damage. If the amount of healing is more than the damage she has taken, she gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 23) to remove it. Failure means the opponent's level (or Hit Dice) is reduced by one.

Alternate Form (Su): Kauvra can assume the shape of a bar, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer, except that she can assume only one of the forms listed here per use of the ability. Kativra can remain in that form until she assumes another or until the next sunrise.

Children of the Night (Su): Once per day Kauvra can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve Kauvra for up to 1 hour.

Create Spawn (Su): A humanoid or monstrous humanoid slain by Kauvra's energy drain attack rises as a vampire spawn (see Vampire Spawn in the Monster Manual) ld4 days after burial.

If Kauvra instead brings the victims Constitution to 0 or lower by means of her blood drain, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In cither case, the new vampire or spawn is under Kauvra's command and remains enslaved until Kauvra's death.

Caseous Form (Su): As a standard action, Kauvra can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but she can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Greater Rage (Ex): The following changes are in effect as long as Kauvra rages: AC 29, touch 15, flat-footed 29, Atk +27 melee (ld6+15, slam), or +30/+25/+20/+15 melee (1d12+18/X3, +2 unholy greataxe); SV Will +11; Str 32; Climb +24, Jump +23. Her rage lasts for 3 rounds, and (as an undead) she is not fatigued afterward.

Fast Healing (Ex): Kauvra heals 5 points of damage each round so long as she has at least 1 hit point. If reduced to 0 hit points or lower. Kauvra automatically assumes gaseous form and attempts to escape. She must reach her coffin home within 2 hours or be utterly destroyed. (Kauvra can travel up to nine miles in 2 hours.) Once at rest in her coffin, Kauvra rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.

Spider Climb (Ex): Kauvra can climb sheer surfaces as though using a spider climb) spell.

Turn Resistance (Ex): Kauvra is treated as an undead with 20 Hit Dice for the purpose of turn, rebuke, command, and bolster attempts.

Undead Traits: Kauvra is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. She is not subject to critical hits, subdual damage, ability damage, ability dram, energy drain, or death from massive damage. Kauvra cannot be raised, and resurrection works only if she is willing. Kauvra has darkvision (60-foot range).

Skills: Kauvra gains a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Possessions: +2 unholy greataxe+3 breastplate, ring of protection +4.

Harthoon: Male human lich Sorl9; CR 21; Medium-size undead; HD 19dl2; hp 139; Init +1; Spd 30 ft., AC 21, touch 16, flat-footed 20; Atk +9 melee touch (ld8+5, touch, Will save DC 25 half); SA fear aura, paralyzing touch; SQ DR 15/41, immunities, turn resistance +4, undead traits; AL CE; SV Fort +6, Ref +9, Will +15; Str 11, Dex 13, Con -, Int 15, Wis 15, Cha 25.

Skills and Feats: Alchemy +18, Concentration +22, Hide +10, Knowledge (arcana) +23, Knowledge (the planes) +3, Listen +10, Move Silently +10, Profession (embalmer) +19, Search +10, Sense Motive +10, Spellcraft +15, Spot +10; Craft Wondrous Item, Forge Ring, Iron Will, lightning Reflexes, Maximize Spell, Silent Spell, Spell Focus (Necromancy), Thrall to Demon.

Fear Aura (Su): Harthoon is shrouded in a dreadful aura of death and evil Any creature with fewer than 5 HD within a 60-foot radius that looks at him must succeed at a Will save (DC 26) or be affected as though by a fear spell (caster level 19th.

Paralyzing Touch (Su): Any living creature Harthoon touches must succeed at a Fortitude save (DC 26) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (sec the bestow curse spell). The effect cannot be dispelled. Anyone paralyzed by Harthoon seems dead; only a successful Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.

Immunities (Ex): Harthoon is immune to cold, electricity, polymorphing, and mind-affecting effects.

Turn Resistance (Ex): Harthoon is treated as an undead with 23 Hit Dice for the purpose of turn, rebuke, command, and bolster attempts.

Undead Traits: Harthoon is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. He is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. Harthoon cannot be raised, and resurrection works only if he is willing. Harthoon has darkvision (60-foot range).

Spells Known (6/8/8/8/7/7/7/7/6/4; save DC 17 + spell level, or 19 + spell level for Necromancy spells):

0-dancing lights, detect magic, disrupt undead, ghost sound, light, mage hand, preserve organ, ray of frost, read magic,

1st-wage armor, magic missile, shield, sleep, summon monster 1;

2nd-blur, invisibility, levitate, see invisibility, Tasha's hideous laughter;

3rd- dispel magic, hold person, magic circle against good, unliving weapon;

4th-bestow curse, charm monster, grim revenge, improved invisibility

5th-call nightmare, cone of cold, teleport, wall of iron;

6th-contingency, eyebite, mass haste,

7th-delayed blast fireball, finger of death, mass invisibility;

8th-gutwrench, horrid willing, steal life;

9th--power word kill, shapechange.

Possessions: cloak of Charisma +6, staff of pestilence (45 charges), vile spell ring, ring of protection +5, wand stoneskin (+8 charges), scroll of prismatic spray, scroll of flesh to stone.