This demonic humanoid is squat and bloated, standing nearly three times as tall as a normal human. It goat-like head sports large, spiraling ram-like horns. Its legs are covered in thick brown fur and end in hooves. Large powerful arms wield a wicked skull-tipped wand. Two large, black, bat-like wings protrude from its back and a long, snake-like tail, tipped with a sharpened barb, trails behind it.
|Orcus (Demon Prince of the Undead)||CR 35|
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 60 ft., life sight 40 ft. (20 rounds), true seeing; Perception +65
Aura destructive aura (30 ft., +7 damage, 15 rounds); fear (60-ft., Will DC 44, CL 35th), unholy aura (DC 30)
AC 55, touch 35, flat-footed 49 (+6 Dex, +20 natural, –2 size, +9 insight, +12 profane)
hp 742 (45d10+495); fast healing 5
Fort +37, Ref +21, Will +35
Defensive Abilities death’s embrace; DR 25/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 46
Speed 40 ft., fly 60 ft. (average)
Melee +5 unholy greatclub +62/+57/+52/+47 (2d8+26 plus death) or 2 slams +57 (2d6+14), sting +52 (2d4+7 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks channel negative energy 15/day (DC 19, 8d6), channel negative energy to command undead 12/day, (DC 32) destructive smite 12/day (+7 damage), scythe of evil 2/day (7 rounds)
Spell-Like Abilities (CL 35th)
Constant—speak with dead, true seeing, unholy aura (DC 30)
At will—animate dead, blasphemy (DC 29), charm monster (DC 26), deeper darkness, desecrate, detect good, detect magic, detect thoughts (DC 25), fear (DC 26), greater dispel magic, greater teleport (self plus 50 pounds of objects only), lightning bolt (DC 28), polymorph, read magic, suggestion (DC 28), symbol of death (DC 30), symbol of pain (DC 27), tongues (self only), true seeing, unhallow, unholy blight (DC 26), wall of fire
3/day—summon (level 9, 1d4 mariliths, 1d3 nalfeshnees, or 1 balor 100%)
1/day—feeblemind (DC 29), summon (level 9, 90 HD of undead 100%)
Domain Spell-Like Abilities (CL 15th)
12/day—bleeding touch (7 rounds), touch of evil (7 rounds)
Necromancer Spell-Like Abilities (20th)
12/day—grave touch (10 rounds)
Unholy Spells Prepared (CL 15th)
8th—cloak of chaos (DC 27), create greater undeadD , mass inflict critical wounds (DC 27)
7th—destructionD (DC 26), mass inflict serious wounds (DC 26), repulsion (DC 26), word of chaos (DC 26)
6th—geas/quest (DC 25), harm (DC 25), harmD (DC 25), mass inflict moderate wounds (DC 25, x2)
5th—break enchantment, dispel good (DC 24), dispel goodD (DC 24), dispel law (DC 24), slay living (DC 24, x2), scrying
4th—death ward, death wardD, dimensional anchor, divine power, inflict critical wounds (DC 23, x2), spell immunity
3rd—bestow curse (DC 22, x2), blindness/deafness (DC 22), contagion (DC 22), inflict serious wounds (DC 22, x2), magic circle against goodD, protection from energy
2nd—bull’s strength, death knell (DC 21), inflict moderate wounds (DC 21, x3), shatter (DC 21), shatterD (DC 21), silence (DC 21)
1st—bane (DC 20), cause fearD (DC 20), command (DC 20), detect undead, doom (DC 20), entropic shield, inflict light wounds (DC 20, x3)
0 (at will)—bleed (DC 19), guidance, light, resistance
D domain spell; Domains Death, Destruction, Evil
Necromancer Spells Prepared (CL 20th)
9th—energy drain (DC 28, x2), meteor swarm (DC 28), soul bind (DC 28), wail of the banshee (DC 28), wish
8th—create greater undead, horrid wilting (DC 27, x3), iron body, polar ray
7th—control weather, finger of death (DC 26, x2), limited wish, spell turning, waves of exhaustion
6th—acid fog, circle of death (DC 25, x2), create undead (x2), eyebite (DC 25)
5th—blight (DC 24), cloudkill (DC 24, x2), cone of cold (DC 24), magic jar (DC 24), symbol of pain (DC 24), waves of fatigue
4th—animate dead, bestow curse (DC 23), enervation (x2), ice storm, shout (DC 23), wall of fire
3rd—gaseous form, gentle repose, halt undead (DC 22), haste, ray of exhaustion (DC 22, x2), vampiric touch
2nd—false life, flaming sphere (DC 21), ghoul touch (DC 21), gust of wind (DC 21), scare (DC 21), scorching ray, spectral hand
1st—cause fear (DC 20), chill touch (DC 20), grease (DC 20), hold portal, obscuring mist, ray of enfeeblement (x3)
0 (at will)—acid splash, arcane mark, dancing lights, disrupt undead, touch of fatigue (DC 19)
Str 38, Dex 22, Con 33, Int 28, Wis 28, Cha 34
Base Atk +45; CMB +61; CMD 98
Feats Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Casting, Combat Expertise, Command UndeadB, Craft Wand, Craft Wondrous Item, Critical Focus, Deceitful, Empower Spell, Extend Spell, Great Cleave, Great Fortitude, Heighten Spell, Improved Initiative, Iron Will, Maximize Spell, Power Attack, Quicken Spell, Sickening Critical, Staggering Critical, Stunning Critical
Skills Bluff +64, Diplomacy +60, Disguise +14, Escape Artist +51, Fly +50, Heal +54, Intimidate +60, Knowledge (arcana) +57, Knowledge (history) +54, Knowledge (nobility) +54, Knowledge (planes) +57, Knowledge (religion) +54, Perception +69, Sense Motive +61, Spellcraft +57, Survival +54; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Giant, Goblin, Ignan, Infernal, Sylvan; telepathy 100 ft.
SQ planar omniscience
Gear Wand of Orcus
It slays any living creature it touches if the target fails a DC 40 Fortitude save. Orcus, can at will, shut this ability off so as to allow his wand to pass into the Material Plane (and usually into the hands of one of his servants).
Further, the wand has the following powers (Caster Level 20th; save DC 25 + spell level):
Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. Orcus is one of the strongest (if not the strongest) and most powerful of all demon lords. He fights a never-ending war against rival demon princes that spans several Abyssal layers. From his great bone palace he commands his troops as they wage war across the smoldering and stinking planes of the Abyss. Orcus spends most of his days in his palace, rarely leaving its confines unless he decides to leads his troops into battle (which has happened on more than one occasion). Most of the time though, he is content to let his generals and commanders lead the battles.
When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
Orcus stands 15 feet tall and weighs nearly 6,000 pounds.
Orcus prefers to conduct battles using his Wand or natural weapons (tail and fists). Generally he avoids direct combat with powerful foes preferring to hang back and pepper them with an array of spells and effects. If pressed into melee, he uses his tail sting against the strongest opponent while focusing his fear gaze on the spellcasters. When given the chance, he summons demons and undead to aid him. If combat goes against him, he uses his greater teleport ability to escape, leaving a retinue of demons and undead monsters to deal with the interlopers.