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#5e poison
dnd-smash-pass-vs · 5 months
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On the left, the air elemental is a 4 foot (1.2 m) cloud with feelings. Can get up to 40 feet (12.2 m), but mostly just a small cloud that can throw people around.
On the right, 6ft (1.8m) devil Barbarians with a whip-beard! Note that direct contact with the beard can leave you mildly poisoned (wears off within a minute), so be careful or bring a hair net if you plan on interacting with the upper half.
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mmeveronica · 1 year
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Okay poison in dnd kinda sucks, but not for the reasons you think.
Yes the most common damage immunity is poison, but if you're in a campaign fighting Fey, Monstrosities, Aberrations, Beasts, and most Humanoids, instead of Constructs, Elementals, Fiends, and Undead, it actually isn't that common. (This reddit post has the stats)
No, poison kinda sucks because it is so expensive and takes so long to craft. Let's just look at the basic poison given in the Player's Handbook. It costs 100gp, so using the crafting rules in the PHB it would take 50gp of materials, and then a number of days equal to its market value divided by 5, which is 20. It takes most of a month to craft a basic vial of poison that adds the possibility of an extra 1d4 damage to attacks for 1 minute.
Now the rules in Xanathars Guide shorten the crafting time to two weeks, as they let you craft 50gp of market value during one week, but it's still not great.
Trying to expand this to the more interesting poisons like burnt othur fumes, malice, and oil of Taggit would have you take months to craft a single dose of a poison. These poisons can be incredibly useful, but the cost is just too much and the crafting time too long.
So, I propose the following homebrew rule to make crafting poisons take less time in DnD 5e. Base the crafting time of a poison off the crafting time of a spell scroll in Xanathar's Guide with a similar cost to the materials needed to craft it. Both poisons and spell scrolls are consumable items that let a character deal more damage or apply a unique status effect so I don't think it's a big leap to allow.
Returning to the basic poison, it requires 50gp of raw materials to craft and the closest spell scroll to that cost is a 1st level spell scroll with 25gp. Double the cost of materials means that double the time to craft isn't unreasonable so it would take 2 days to craft this basic poison. An example of a more advanced poison is burnt othur fumes, the material cost is 250gp for crafting which is the cost to craft a 2nd level spell scroll. A 2nd level spell scroll takes 3 days to craft so burnt othur fumes would as well.
These new crafting times would allow players much more opportunity to actually use these frankly somewhat overpriced poisons. If you as a DM feel these are too fast, you could always slow them down or limit the use of these crafting times to characters with the Poisoner feat. which already lets them craft mutliple doses of a unique potent poison using 50gp of materials in an hour.
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yaoiconnoisseur · 6 months
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My partner has an autoimmune disorder and we’re debating whether or not Astarion would think he smells bad because of it
My hc is yes and Astarion wouldn’t even touch him with a 10 meter pole lol
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churchyardgrim · 10 months
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rolls around on the floor in a pile of 2e lore
whyyyyyy did they stop having race-specific vampire variants. and intricate lore for natural vs infected lycanthropes. why is every werebeast affected Only by the moon and vulnerable to Just Silver now instead of having the option for cooler thematic triggers and weaknesses. why did 5e take so much from us.
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akkator · 1 year
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Envenomed Archetype: Rogue
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Want to live your "poison assassin" or "Damage over time" rogue? Well, that's what the envenomed rogue is.
[G Drive Link]
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crewofthegoldrush · 10 months
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pure gold (the best i've ever known)
The evening you return back to The Gold Rush, Swift wastes no time in cutting you off on your way to greet Aubrey, rushing over to grab her by the skirts. 
"Miss Aubrey Miss Aubrey Miss Aubrey - !"
Aubrey blinks down at her, foot frozen in her step, but her surprised smile is genuine. "Uh - hello little mouse! Anything to report?"
"I threw up!"
[CONTINUE TO CHAPTER TWELVE]
-
if she's your girl why is she holding my little paw
this was supposed to be the end of PG and is written like an ending, but I'm working on adding six more chapters! still I think the "epilogue"" feeling fits this important milestone they've reached
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hypnostouched · 2 years
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Comic for one of my players birthday
Might go further than this, might add colour but ive never done a comic before and I’m happy that I did this much
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theelfauthor · 1 month
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Poison Damage
me, wood elf sorceress/fighter, walks up to the entrance of a cave calling for rouge: ‘rouge? Rouge? It’s starting to rain. Is it safe?’
it was not safe as I triggered a trip wire and was stabbed with eight poisoned spears, causing me to scream in pain. Rouge freed me and bard npc pulled me into the cave. rouge then spent several minutes searching for the anti-venom (it was venom) while I lay dying in the bards arms. He used almost all his spells slot’s healing me plus a health potion and the single charge of healing from my ring. I was healed and harmed for over 40 points of damage before rouge found the anti-venom and then took psychic damage trying to get it to me. thankfully, bard was able to get the bottle and give it to me.
bard collapses to the ground, leaning against the wall slipping into a panic attack. I grab his ankle, both trying to stabilize myself and him. It works. He takes a deep breath, lets it out, using his final spell slot to heal me one last time. We then spend 3 hours resting and waiting for rouge to wake up
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dndcardsmith · 7 months
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Potion of Poison!
Lots of fun to trick your PC's or for your PC's to trick your NPC's!
As always, the cards are created to be the same size as trading cards. All you need to do is simply print and cut them out to have easy handouts within your game.
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ara-queen · 8 months
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Crayola's Little Book of Poisons
Poison of Moist (Poist)
80gp worth of materials or;
2 phoenithi agaric (green mushroom) 3 Cave Sporecaps (brown mushroom) 5 Fire Fierileaf (red leaf)
Constitution Save DC 14 (on save no effect) When a creature is affected by Poist they take 1d4 poison damage and begin sweating profusely, crying, and will become wet. the target becomes vulnerable to lightning and is poisoned until the end of my next turn.
Anxiety Poison (Panik)
100gp worth of materials or;
5 Assassin Vine (Dark Red vine) 2 Imp horns (From an Imp) 1 sac of Scorpion venom
Wisdom Save DC 14 (on save no effect but half damage) When a creature is affected by Anxiety Poison, they take 2d8 poison damage and their body stiffens up as they have a panic attack. Creatures have disadvantage on being knocked prone, and being grappled. Creatures also use all movement instead of half on standing from being knocked prone. This effect lasts 10 minutes, the creature makes another DC 14 wisdom save at the end of their turn to end the effect.
Poison of Venom (PoV)
25gp worth of materials or;
1 snail
Intelligence Save DC 17 (on save half damage) When a creature is affected by Poison of Venom they take 2d8 psychic damage as they think about the name "Poison of Venom". If the creature has an intelligence of 8 or less or otherwise do not know the name of this poison, it has no effect.
Poison of Fear (Dred)
80gp worth of materials or;
1 giant wasp stinger 2 Cave Sporecaps 1 Thri-Kreen antannae
Charisma Save DC 14 (on save no effect) When a creature is affected by poison of Fear they take 1d8 poison damage and view all living creatures around them as fearsome attackers. The target remains poisoned until the end of my next turn.
Crit Poison (Smack)
120gp worth of materials or;
1 Imp Horn 1 vial silver powder 3 cave sporecaps
Strength Save DC 14 (on save no damage) When a creature is affected by Crit Poison they roll their strength save with Advantage. if affected, the poison surges through their muscles and hemmorages all their blood flow, dealing 4d8 poison damage and leaving the creature poisoned until the end of my next turn.
Poison of the Kunai (Punai)
80gp worth of materials or;
2 Basalisk fangs 1 Spider venom sac (of the widow family)
Dexterity save DC 16 (on save no damage) on applying Punai to a weapon, the weapon will recieve -5 to its next attack roll. On hit, the creature takes 2d4 poison damage and is poisoned for 1 minute, taking 2d4 poison damage at the start of each of their turns.
Poison of the Hatchery (Broodmother)
150gp worth of materials or;
2 Giant Spider Fangs 1 Giant spider Egg sac
Constitution save DC 14 (on save no effect) (ingested or injected) When a creature is affected by Broodmother, they are poisoned for 10 hours and, should they die, will spawn 2 Giant Spiderlings. These Spiderlings have no affiliation, and will attack anyone nearby they deem a threat.
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thewetend · 1 year
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Rogues deserve poison!
D&D standard rules makes poison near impossible to create, and the purchasable ones are rare and overpriced. 
Poisoner feat from TCoE is the only thing that makes poison viable to players, and everyone playing a rogue should talk about poisons and be poison-positive roleplaying from day 1 so your DM will let you take the feat at the earliest opportunity.
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gmobanana · 1 year
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I try to optimize my dnd characters as much as I can but putting the roleplay first makes me feel like they are so weak even when they do well enough in battle.
Like I feel like I'm losing a whole lot by making my druid girl a wood elf instead of a winged tiefling like this guide I'm reading recommends. Still I'll keep her as the species I had planned in the beginning and just make sure to give her the best possible spells I can and to use multiclassing correctly. I plan on eventually giving her a healing cleric level but with like the stuff that sometimes gets mentioned about people getting the cleric level by their ideals instead of their belief in a god to maintain roleplay as priority.
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toskarin · 10 days
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unofficial 5e supplements/conversions are often physically exhausting to read because they're trying to do pretty dramatic things within their scope, but they're made by people who have been playing Exclusively dnd for so long that even the things that really should warrant stapling on a custom system wind up getting handled as weird statblocks
anyway I'm thinking about this because I remembered a conversion with 300 distinct mecha, all of which are statblocked to say "immune to poison" instead of just saying that mecha categorically can't be poisoned and trusting players to understand why that's the case
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theoutcastrogue · 2 months
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That said, the D&D 3.5 Paladin was bad. It was badly designed, it had bad rules, and in conjunction with the other notoriously bad rule, alignment, it could cause havoc.
Now personally, I never had ANY problems with it in my tabletop games. I played paladins and loved it, and I loved it when other people played paladins, and it was great. But that's because, collectively as a group, we took ONE look at that terrible rule where the paladin's code of conduct prevents them from associating with Evil characters or "someone who consistently offends her moral code", and immediately went, "that's stupid, we ain't doing that, it would ruin the game".
We also didn't love the concept of alignment as a cosmic force, and didn't care for Usually Evil Goblins and Always Evil anything. And when a class's signature ability fully depends on whether creatures are capital E Evil, well that affects storytelling, doesn't it? But we all saw it the same way, and we were happily able to change it without any disagreements. In the end we had a Paladin… similar to 5e now that I think of it: completely ignore the Code's association clause, tailor the Code to personal stance or a specific Order, Detect only fiends and undead and the like, Smite anything you want, Fall only if you really fuck up, and never presume that just because you haven't Fallen yet everything you've ever done is justified and correct and anyone who disagrees with you is objectively wrong.
Basically, there were 2 options in 3.5. You either houseruled and/or handwaved things, and in matters of alignment interpretations erred on the side of "what makes the game go",
OR, you played with Rules As Written, and filled the forums with questions like "should the paladin fall?" (one such thread per week, conservatively), "we got into a fight over the Paladin, what to do?", "is it Evil to pick pockets? because we have a Paladin in the party", "the Assassin uses poison, shouldn't that offend my moral code?", and shit like that. Just... pointless strife, all the time. Again, never happened to me, but I was appalled to read about it, over and over and over.
People got intense with 3.5 Paladins (both pro and against) because it was BADLY DESIGNED and had BAD RULES. Its mechanics forced narrative choices on the entire table, and the only way to make it frictionless was having a party where no one wishes to explore a character's bad side ever, no one does things that aren't bad but WotC branded Evil™ in this or that splatbook, and everyone magically agrees all the time on "what is right and what is wrong" and "what is Lawful and what is Chaotic", which is simply impossible. The most subjective thing in the world (ethics!) was presented as an objective cosmic force, and how you interpreted it would determine how much damage the Paladin deals in combat, and whether the Paladin could keep associating with the party, and if the Paladin is still a Paladin. And all that in a game, let's not forget, whose basic, fundamental premise is "kill things and take their stuff". I'm sorry, this is tremendously stupid. It's the WORST design.
I know that for some people it worked as written, and good for them, but for the many many people it didn't work, well it's obvious why.
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capriceandwhimsy · 1 year
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You know, watching Legend of Vox Machina Season II really reminds me that 5e dragons just got the short end of the stick.
All 5e dragons follow the same template:
A Multiattack
A Bite
A Claw
A couple of Legendary actions which usually include a tail slap and a wing attack.
A breath attack that recharges on a 5-6.
Whereas the dragons in LOVM are using abilities like:
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An AOE acid flyover attack caused by the wings scattering acid.
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Creating ice walls to separate the party.
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Lingering poison gas clouds.
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AOE flame attacks that strike a wide area and leave lingering flames.
You know what this reminds me of? 4e's dragons. Like, look at this ability from a 4th Edition Black Dragon.
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Sets up a cloud of darkness that blinds everyone within it, allowing the dragon to evade attacks and pick off the weaker enemies.
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The Ancient Red Dragon, by contrast, punishes you for trying to fight it. It has an innate aura that makes it hard to shoot it. It has a fire aura that damages anyone who tries to get in close. Anyone who tries to flank it gets slapped away. Anyone who tries to stay at range gets burned by either its Breath Weapon or single target Immolate attack.
And do you see that kicker on the breath weapon? The Red Dragon's flames are so powerful it can overcome damage resistance. There is no safe way to fight an Ancient Red Dragon.
Compare that to 5e's Ancient Red Dragon.
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God, that shit is dull. It's just a better Wyrmling. It has some more attacks and a few extra powers. Half its abilities can be hard countered with a Ring of Fire Elemental Command. Lair actions make things a bit more interesting, but it's still mostly variations on "do something with fire."
4e had a lot of faults, but the monsters at least had interesting powers.
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thecreaturecodex · 1 month
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Demon Lord, Orcus
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Image © TSR Inc, by Todd Lockwood.
[Sponsored by @tar-baphon. Orcus is one of the iconic D&D villains, and through the SRD and plausible deniability (he's a Roman god!), he's in Pathfinder as well. In Pathfinder, he is deliberately not a power player, and my flavor text takes that already metatextual decision and runs hog wild with it.
A note on the art: I feel like Orcus is emblematic of when D&D was seen as dangerous, and this piece absolutely feels like it should be the cover of a Black Sabbath album. It's no surprise that I was fascinated with the anti-D&D strain of the Satanic Panic when I was a kid. Also, although there has been some course correction in the 5e era, there's a trend with Orcus in a lot of art, including his official Pathfinder depiction, of making Orcus buff. Let Orcus be fat!]
Demon Lord, Orcus CR 28 CE Outsider (extraplanar) This humanoid is a corpulent giant with skin mottled like a decaying corpse. He has great black bat-wings growing from his shoulders, hooves for feet, and the head of a goat. He clutches a short staff, tipped with an oversized human skull.
Orcus, Prince of Undeath CE male demon lord of death, necromancy and wrath Domains  Chaos, Death, Evil, Magic Subdomains Demon, Divine, Murder, Undead Favored Weapon heavy mace Unholy Symbol a goat’s head with curving horns Worshipers liches, necromancers, sapient undead Minions boneclaws, deathdrinkers, demons, other undead For information on his Obedience and boons for his worshipers, see Book of the Damned
Orcus is one of the most powerful demon lords in the Universe. But not on Golarion. On that world, his is one of a number of undead cults, and not nearly the most popular. Orcus has a clear hierarchy to what undead he considers truly worthy, with those created from contagion seen as inferior to accident, and those inferior to those who intentionally seek out undeath. His most dedicated worshippers on Golarion are liches, some of whom have learned the secret of crafting a phylactery by teasing apart the Prince of Undeath’s wisdom from his threats. The followers of many other undead-focused religions, particularly vampires and ghouls, see Orcus as pretentious and unworthy of dedication, although few are foolish enough to directly oppose him.
Orcus himself knows that his star has fallen. In his extensive research into planar lore, Orcus has learned that he was once the most feared being in another universe, who went on a killing spree that left several gods dead and an entire race of lawful outsiders duped into being his pawns. That Orcus cannot accomplish this level of power in this version of reality vexes and frustrates him, and he takes his rage out on his minions as much as he does his foes.
Orcus is a genius tactician, although his temper sometimes gets the better of him. He enjoys combat as a distraction from his cosmic-level sulk, and as a way of expressing his power over others. He typically opens combat with a time stop to summon allies and cast defensive spells on himself, and then unleashes a potent death effect as soon as the duration expires. Against creatures that can resist his negative energy and poison, he uses dispelling magic. On more than one occasion, Orcus has beaten a cocky archmage to a pulp by centering an antimagic field on himself and wading into combat.
Orcus in the Great Game Orcus’ response to the brewing theomachy between Mormo and Lamashtu is cautious optimism. He desires more power in the Abyss, and Lamashtu could open the door for him to seize it. Kabriri and Zura are at the top of Orcus’ hit list, but views a direct assault on them as currently too risky to be worth the effort. If one of them were to make a move against Lamashtu and be punished for it, or if they were struck down in the scramble for power following Lamashtu’s (theoretical) demotion or demise, Orcus would happily swoop in to finish them off.  And if Mormo is capable of legitimately slaying a god, Orcus will be very keen to study her techniques.
Wand of Orcus (major artifact) The Wand of Orcus is the Prince of Undeath’s scepter of office, and it never leaves his side. Lesser versions have appeared in the Material Plane, often created by Orcus or one of his high-level clerics. The real Wand of Orcus is a Huge +5 anarchic, unholy heavy mace. In the hands of a demon, it grants a +4 profane bonus to Armor Class. The first time the Wand of Orcus strikes a living creature in a round, that creature is subject to a slay living spell (DC 30). Weight 24 lbs.; CL 25th
Demon Lord, Orcus        CR 28 XP 4,915,200 CE Huge outsider (chaos, demon, evil, extraplanar) Init +11; Senses arcane sight, darkvision 120 ft., detect good, detect law, Perception +48, true seeing Aura frightful presence (120 ft., DC 36), undead obedience (120 ft., Will DC 36), unholy (DC 28)
Defense AC 47, touch 23, flat-footed 40(-2 size, +7 Dex, +4 deflection, +4 profane, +24 natural) hp 709(33d10+528); regeneration 30 (deific or mythic) Fort +31, Ref +29, Will +34 DR 20/cold iron, epic and good; Immune ability damage, ability drain, charm, compulsion, death effects, electricity, energy drain, petrification and poison; Resist acid 30, cold 30, fire 30; SR 39 Defensive Abilities Abyssal resurrection, freedom of movement, negative energy affinity
Offense Speed 40 ft., fly 60 ft. (average) Melee Wand of Orcus +51/+46/+41/+36 (3d6+20 plus 2d6 chaos and 2d6 evil/19-20), claw +44 (1d8+7), sting (2d4+7 plus poison), gore (2d6+7) or 2 claws +46 (1d8+15), sting +46 (2d4+15 plus poison), gore +46 (2d6+15) Space 15 ft.; Reach 15 ft. Special Attacks epic spellcasting, powerful charge (gore, 4d6+22) Spell-like Abilities CL 28th, concentration +38 (+42 casting defensively) Constant—arcane sight, detect good, detect law, freedom of movement, true seeing, unholy aura (DC 28, self only) At will—animate dead*, astral projection, blasphemy* (DC 27), circle of death* (DC 28), create undead, enervation*, greater dispel magic, greater teleport, plane shift* (DC 25), telekinesis* (DC 25), unholy blight* (DC 24) 3/day—control undead (DC 29), create greater undead, energy drain (DC 31), finger of death* (DC 29), quickened greater dispel magic, quickened harm*, summon demons or undead, symbol of death (DC 30) 1/day—power word kill*, time stop*, true resurrection, wail of the banshee (DC 31) * Orcus can use the mythic version of this spell-like ability in his domain Spells Prepared CL 20th, concentration +32 (+36 casting defensively) 9th—energy drain (DC 33), etherealness, mage’s disjunction* (D, DC 31), overwhelming presence (DC 31), soul bind (DC 33), wail of the banshee (DC 33) 8th —cloak of chaos (DC 30), fire storm* (DC 30), greater spell immunity, horrid wilting (DC 32), orb of the void* (DC 32), protection from spells (D), unholy aura (DC 30) 7th —control weather, destruction (DC 31), greater scrying (DC 29, x2), repulsion, spell turning (D), waves of exhaustion 6th —antilife shell, antimagic field (D), banshee blast (DC 30), blade barrier* (DC 28), geas/quest, harm* (DC 30), mass bull’s strength 5th —dispel good (DC 27), flame strike (DC 27), greater command (DC 27), mass ghostbane dirge (DC 27), righteous might, suffocation (D, DC 29), vampiric shadow shield 4th —contagion (DC 28), death ward (D), divine power (x2), rest eternal, sending (x2)*, tongues 3rd —bestow curse (x2, DC 27), prayer*, protection from energy, rage (D, DC 25), ray of exhaustion, vampiric touch*, water breathing 2nd —bear’s endurance (x2), death knell (D, DC 26), desecrate, owl’s wisdom (x2), resist energy, spiritual weapon* 1st —bane (DC 25), divine favor (x2), entropic shield, identify (D), ray of enfeeblement* (DC 25), sanctuary (DC 23), shield of faith* 0th—bleed (DC 24), detect magic, light, read magic *—Orcus may use the mythic version of this spell in his Abyssal domain
Statistics Str 40, Dex 25, Con 42, Int 30, Wis 35, Cha 31 Base Atk +33; CMB +50; CMD 71 Feats Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Flyby Attack, Greater Spell Focus (necromancy), Greater Spell Penetration, Improved Critical (heavy mace), Improved Initiative, Hover, Multiattack, Mythic Spell Lore (B), Power Attack, Quicken SLA (greater dispel magic, harm), Spell Focus (necromancy), Spell Penetration Skills Bluff +46, Craft (alchemy, weaponsmithing) +46, Fly +36, Intimidate +43, Knowledge (arcana, planes, religion) +46, Knowledge (dungeoneering, history) +43, Perception +48, Sense Motive +48, Spellcraft +46, Stealth +35, Survival +45, Use Magic Device +46 Languages Abyssal, Common, Draconic, Infernal, Necril, telepathy 300 ft. SQ demon lord traits, master of death
Ecology Environment any land or underground (Abyss) Organization unique Treasure triple standard (Wand of Orcus, other treasure)
Special Abilities Aura of Undead Obedience (Su) Any undead creature within 120 feet that attempts to make a hostile action against Orcus must succeed a DC 36 Will save or be unable to take that action, wasting it. The save DC is Charisma based. Epic Spellcasting (Ex) Orcus gains Mythic Spell Lore as a bonus feat. Once per day, he can use one of his spell-like abilities or spells as if it was a mythic spell without spending a use of mythic power. This allows him to use a mythic spell or spell-like ability outside of his Abyssal domain, but he cannot augment that spell or spell-like ability by spending additional uses of mythic power. Master of Death (Ex) Orcus applies his Spell Focus and Greater Spell Focus (necromancy) feats to his spell-like abilities. Death effects created by Orcus, including the Wand of Orcus in his hands, ignore immunity to death effects except for those granted by creature type, or from deific or mythic sources. Poison (Ex) Sting—injury; save Fort DC 42; duration 1/round for 4 rounds; damage 1d6 Str and 1d6 Con; cure 2 consecutive saves. A creature reduced to 0 Str by Orcus’ poison cannot breathe and begins to suffocate. The save DC is Constitution based. Spells Orcus can cast spells as a 20th level cleric, and can prepare necromancy spells from the sorcerer/wizard list as if they were cleric spells. He gets access to domain slots, and can fill them with spells from any of his domains or subdomains. He can also spontaneously cast inflict spells as an evil cleric can. Summon Demons and Undead (Sp) When Orcus summons demons, he can also summon undead creatures.
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