Orcus (5e Creature)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Kingdom Hearts franchise, and/or include content directly affiliated with and/or owned by Disney Interactive Studios. D&D Wiki neither claims nor implies any rights to Kingdom Hearts copyrights, trademarks, or logos, nor any owned by Disney Interactive Studios. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Orcus[edit]

Medium fiend (heartless), chaotic evil


Armor Class 20 (natural armor)
Hit Points 209 (22d8 + 110)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 20 (+5) 16 (+3) 18 (+4) 22 (+6)

Saving Throws Str +13, Dex +12, Cha +13
Skills Acrobatics +12, Athletics +13, Intimidation +13, Perception +11, Stealth +12
Proficiency Bonus +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic
Senses darkvision 120 ft., passive Perception 21
Languages Abyssal
Challenge 22 (41,000 XP)


Magic Resistance. The orcus has advantage on saving throws against spells and other magical effects.

Magic Weapons. The orcus's weapon attacks are magical.

ACTIONS

Multiattack. The orcus uses its Ring of Fire. It then makes three attacks.

Sword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) slashing damage and 7 (2d6) necrotic damage.

Ring of Fire. The orcus chooses a creature within 60 feet of it that it can see. The target must succeed on a DC 22 Wisdom saving throw against this magic or be cursed for 1 minute. While cursed, the creature takes 11 (2d10) necrotic damage at the end of each of its turns.

BONUS ACTIONS

Aggressive. The orcus moves up to its speed toward a hostile creature that it can see.

Cunning Action. The orcus takes the Dash, Disengage, or Hide action.

REACTIONS

Parry. The orcus adds 7 to its AC against one melee attack that would hit it. To do so, the orcus must see the attacker and be wielding a melee weapon.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures
Back to Main Page5e HomebrewCampaign SettingsKingdom Hearts

Home of user-generated,
homebrew pages!


Advertisements: