{"name":"Wand of Orcus","item_type":"Weapon","rarity":"Legendary","price":"","weight":"4lb.","properties":"Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a [blocklink:1535988].\r\n\r\nIn the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.\r\n\r\n[b]Random Properties. [\/b]The Wand of Orcus has the following random properties:\r\n[ul]\r\n[li]2 minor beneficial properties[\/li]\r\n[li]1 major beneficial property[\/li]\r\n[li]2 minor detrimental properties[\/li]\r\n[li]1 major detrimental property[\/li]\r\n[\/ul]\r\nThe detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself.\r\n\r\n[b]Protection[\/b]. You gain a +3 bonus to Armor Class while holding the wand.\r\n\r\n[b]Spells[\/b]. The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: [blocklink:1530856] (1 charge), [blocklink:1532869] (2 charges), [blocklink:1533366] (3 charges), [blocklink:1533474] (3 charges), [blocklink:1533524] (4 charges), or [blocklink:1532810] (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.\r\n\r\nWhile attuned to the wand, Orcus or a follower blessed by him can cast each of the wand\u2019s spells using 2 fewer charges (minimum of 0).\r\n\r\n[b]Call Undead[\/b]. While you are holding the wand, you can use an action to conjure [blocklink:1535993]s and [blocklink:1535988]s, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can\u2019t use it again until the next dawn.\r\n\r\nWhile attuned to the wand, Orcus can summon any kind of undead, not just [blocklink:1535993]s and [blocklink:1535988]s. The undead don\u2019t perish or disappear at dawn the following day, remaining until Orcus dismisses them.\r\n\r\n[b]Sentience[\/b]. The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and [tooltip:If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.]darkvision[\/tooltip] out to a range of 120 feet.\r\n\r\nThe wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.\r\n\r\n[b]Personality[\/b]. The wand\u2019s purpose is to help satisfy Orcus\u2019s desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor.\r\n\r\nIn order to further its master\u2019s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.\r\n\r\n[b]Destroying the Wand[\/b]. Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life\u2014no easy task, given the fact that Orcus has imprisoned the hero\u2019s soul and keeps it hidden and well guarded.\r\n\r\nBathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus\u2019s layer of the Abyss.\r\n\r\nProficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.","description":"The ghastly Wand of Orcus rarely leaves Orcus\u2019s side. The device, as evil as its creator, shares the demon lord\u2019s aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal.\r\n[br]\r\n[br]\r\nMade from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand\u2019s presence.","armor_class":"","strength_requirement":"","weapon_subtype":"Simple Melee","weapon_damage":"1d6+3+2d12 necrotic","weapon_secondary_damage":"","weapon_damage_type":"Bludgeoning","weapon_range":"5ft.","item_needs_attunement":"1","attunement":"","source":"DMG","image_gallery_id":"6505580","tags":"","isShared":"on","templateId":"2999","blockId":"1536265","world":"f23bfee1-fef1-458a-9e5d-7b8dc747c3db","folder":"30358"}