Innate Spellcasting. Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
Legendary Resistance (3/Day). If Orcus fails a saving throw, he can choose to succeed instead. Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects. Magic Weapons. Orcus's weapon attacks are magical. Master of Undeath. When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.
Multiattack. Orcus makes two Morningstar attacks. Morningstar. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 18 (4d8) poison damage.
Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn. Tail. Orcus makes one tail attack. A Taste of Undeath. Orcus casts chill touch (17th level). Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage.
On Initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
The region containing Orcus's lair is warped by his magic, creating one or more of the following effects:
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