Aspect of Orcus (CR 9)
Large Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Chaotic evil
Initiative: +3(Dex); Senses: darkvision 60 ft., see invisibility always active (as spell caster level 9th), Listen +14, and Spot +14
Languages: Abyssal, Celestial, Draconic; telepathy 100 ft.
AC: 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Hit Dice: 9d8+63 (103 hp); DR: 10/cold iron and good
Fort +14, Ref +9, Will +9
Speed: 20 ft. and Fly 40 ft. (poor)
Space: 10 ft.; Reach 10 ft.
Base Attack +9; Grapple +19
Attack: Melee: Wand of Orcus +16/+11 (2d6+10/19–20)
Attack Options: Cleave, Power Attack
Abilities: Str 23, Dex 16, Con 25, Int 20, Wis 17, Cha 16
Special Qualities: Immune: electricity and poison; Resist: acid 10, cold 10, fire 10, tanar'ri traits, unholy weapons
Feats: Cleave, Improved Critical (heavy mace), Power Attack, Weapon Focus (heavy mace)
Skills: +5 on other planes), +7 following tracks on other planes, Concentration +18, Craft (alchemy) +14, Diplomacy +5, Escape Artist +14, Intimidate +14, Knowledge (arcana) +16, Knowledge (religion) +16, Knowledge (the planes) +16, Knowledge (undead) +16, Listen +14, Search +16, Sense Motive +14, Spellcraft +18, Spot +14, Survival +3 (+5 following tracks, and Use Rope +3 (+5 bindings)
Climate/Terrain: The Abyss
Treasure/Possessions: Aspects of Orcus carry only one thing at all times: their wands of Orcus. These are powerful but dangerous treasures that corrupt those who try to wield them.
An aspect of Orcus's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
See Invisibility (Su): An aspect of Orcus has a continuous see invisibility ability, as the spell (caster level 9th).
Possessions: The aspect's wand of Orcus acts as a +1 morningstar. Additionally once per day an aspect of Orcus can use it to make a death strike attack. The aspect must decide before attacking whether to use the death strike, and if the attack misses, that use of the ability is wasted. Any living creature struck by the wand when the aspect is making a death strike must succeed on a DC 17 Fortitude save or die.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.