MonMod 29
Orcus is not well known for siring cambions, but those he has sired have become powerful warlords and leaders. Inhumanly strong and naturally talented in the arts of necromancy, the spawn of Orcus are destined for seats of power. In the mortal realm they might preside over dark kingdoms, ruling over mortals with an iron fist and raising armies of undead to do their bidding. Those that live in the abyss might lead armies of demons, bowing to no one but Orcus himself.
The spawn of orcus take on a particularly intimidating appearance, with large, twisting horns, charcoal-black skin, dark wings, a long, whip-like tail, and a great stature. They grow quickly after birth, and reach their eventual height of approximately 11 feet once they reach 10 years of age.
Pawns of Orcus. Unlike Grazāzt, Orcus does not procreate for pleasure. The few cambions he has sired were created to serve him in one way or another, always advancing his goals whether they intended to or not. Some might become his generals, while others serve as the leaders of proxy kingdoms in the mortal realm.
Dread Necromancers. The spawn of Orcus are naturally talented in necromancy, like the archdemon that sired them. They attempt to raise the undead wherever they go, sometimes for their own use, but often to simply spread chaos throughout the land. They commonly animate whatever bodies they find, not caring to reassert their control once the 24 hours have elapsed.
MOD | SAVE | ||
---|---|---|---|
STR | 23 | +6 | +6 |
DEX | 13 | +1 | +6 |
CON | 21 | +5 | +10 |
MOD | SAVE | ||
INT | 18 | +4 | +4 |
WIS | 16 | +3 | +8 |
CHA | 19 | +4 | +4 |
Fiendish Blessing. The AC of the spawn includes its Charisma bonus
Legendary Resistance (1/ Day). If the spawn fails a saving throw, it can choose to succeed instead.
Magic Resistance. The spawn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The spawn's weapon attacks are magical.
Innate Spellcasting. The spawn's spellcasting ability is Charisma (Save DC 17). The spawn can innately cast the following spells, requiring no material components:
At will: chill touch (11th level), detect magic, false life.
3/day each: animate dead, speak with dead
1/day each: create undead, finger of death
Multiattack. The spawn makes one attack with its greatsword and one with its tail.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6+6) slashing damage plus 7 ( 2d6 ) necrotic damage.
Tail. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) slashing damage plus 9 ( 2d8 ) poison damage
The spawn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The spawn regains spent legendary actions at the start of its turn.
Cast. The spawn casts one of its at-will spells.
Cleave (3 Actions). The spawn cleaves in a wide arc with its greatsword, and each creature within a 10ft cone originating from the spawn must succeed on a DC 19 Dexterity saving throw or take 20 (4d6+6) slashing damage plus 7 ( 2d6 ) necrotic damage.