Demon Lord, Orcus
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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Shobolon
Panels from Bone, © Jeff Smith
[Sponsored by @glarnboudin. Bone is a comic series that I remember reading and loving in undergraduate. And the "Stupid Stupid Rat Creatures" were my favorite characters. They pivot from menacing to comical and back on a dime, and have a very distinctive look. Their culture (or lack of it) has some very interesting world building implications, and they're one of the better riffs on the "evil minion species" in fantasy literature that doesn't go for wholesale deconstruction. However, they don't have much in the way of distinctive abilities in the comic. So I had to do some work to ensure that they were mechanically interesting.
A word about the name. In Bone, they are only known as "rat creatures", which says some alarming things if rats are sapient and seven feet tall. The name I went with was suggested by @abominationimperatrix. It's an Eastern European rat-ogre, but information on it in English is super sparse, to the point where different sources disagree whether it's Romanian or Romani.]
Shobolon
CR 2 NE Monstrous Humanoid
This shaggy, bulky humanoid has wide red eyes and a wide mouth full of sharp teeth. Its ears rise to a sharp point, and it walks on its knuckles.
Shobolons are voracious monsters that tend to live in large numbers. They are larger, stronger and slightly dimmer relatives of ratfolk, although the two species rarely interact on friendly terms. Their endonym is rarely spoken—most people just refer to shobolons as “rat-creatures”. Shobolons are omnivorous, but greatly prefer meat, and they don’t particularly care if their meat comes from sapient sources. They tend to fight from ambush, using their skill at climbing, swimming and squeezing into tight spaces to attack from unusual angles. They are fond of using the Intimidate skill to demoralize their foes, screeching hideously before moving to set up flanking positions or retreat from a losing battle.
Most shobolons engage in dramatic body modification. Their long scaly tails are docked shortly after birth (shobolon legends tell of these tails being used as handles by a wrestling demigod who humiliated them in the past), and their ears are cropped upon reaching adulthood in order to grant them a more threatening appearance. Shobolons do not have names of their own unless granted by a member of another species, or by their rulers as a reward for meritorious service. Despite their foolishness and lack of material culture, shobolons tend to be erudite, and like using long words in order to sound smarter (“hello, small mammal” is a common greeting/threat). Shobolons tend towards religion, and different hordes often venerate different gods or powerful fiends. Shobolons universally fear and hate dragons.
Shobolon Rulers
Shobolons are very long lived, and display indeterminate growth. One that lives for hundreds of years and feeds well may grow to immense size and power. This growth is somewhat disproportionate, as their arms do not grow to scale with the rest of their bodies. A shobolon ruler often uses titles like King or Queen, regardless of how many shobolons they rule over. Such creatures are Large in size with 12 racial HD. A shobolon ruler has improved grab and swallow whole with its bite attack, gains frightful presence as a special attack and has undersized weapons as an SQ. A shobolon ruler is at least a CR 8 creature—many of them have levels in fighter or cleric beyond their racial HD.
Shobolon CR 2
XP 600
NE Medium monstrous humanoid (ratfolk)
Init +5; Senses darkvision 60 ft., low-light vision, Perception +4
Defense
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 19 (3d10+3)
Fort +2, Ref +4, Will +2
Defensive Abilities tight fit
Offense
Speed 30 ft.
Melee 2 claws +4 (1d4+1), bite +4 (1d6+1)
Special Attacks startle
Statistics
Str 13, Dex 12, Con 13, Int 10, Wis 9, Cha 10
Base Atk +3; CMB +4; CMD 15
Feats Improved Initiative,Skill Focus (Intimidate)
Skills Climb +10, Escape Artist +7, Intimidate +8, Perception +4, Stealth +6, Swim +10; Racial Modifiers +4 Climb, +4 Escape Artist, +4 Swim
Languages Common
Ecology
Environment temperate forests and hills
Organization solitary, pair, troop (3-8), army (9-24 plus 1 2nd-4th level fighter per 20 individuals) or horde (25-200 plus 1 2nd-4th level fighter per 20 individuals and 1 ruler)
Treasure standard
Special Abilities
Startle (Ex) A shobolon can make an Intimidate check to demoralize an opponent as a move action. An opponent intimidated by a shobolon cannot make attacks of opportunity as long as it suffers from a fear effect.
Tight Fit (Ex) A shobolon suffers only half the usual penalty to Armor Class and attack rolls when squeezing. Two shobolons can fit in the same space and fight without penalty.
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