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Dungeon Master's Guide

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WAND OF 0RCUS<br />

Wand, artifact (requires attunement)<br />

The ghastly Wand of Orcus rarely leaves Orcus's side.<br />

The device, as evil as its creator, shares the demon<br />

lord's aims to snuff out the lives of all living things and<br />

bind the Material Plane in the stasis of undeath. Orcus<br />

allows the wand to slip from his grasp from time to time.<br />

When it does, it magically appears wherever its master<br />

senses an opportunity to achieve some fell goal.<br />

Made from bones as hard as iron, the wand is topped<br />

with a magically enlarged skull that once belonged to<br />

a human hero slain by Orcus. The wand can magically<br />

change in size to better conform to the grip of its user.<br />

Plants wither, drinks spoil, flesh rots, and vermin thrive<br />

in the wand's presence.<br />

Any creature besides Orcus that tries to attune to the<br />

wand must make a DC 17 Constitution saving throw.<br />

On a successful save, the creature takes 10d6 necrotic<br />

damage. On a failed save, the creature dies and rises<br />

as a zombie.<br />

In the hands of one who is attuned to it, the wand can<br />

be wielded as a magic mace that grants a + 3 bonus to<br />

attack and damage rolls made with it. The wand deals<br />

an extra 2d12 necrotic damage on a hit.<br />

Random Properties. The Wand of Orcus has the<br />

following random properties:<br />

• 2 minor beneficial properties<br />

1 major beneficial property<br />

2 minor detrimental properties<br />

1 major detrimental property<br />

The detrimental properties of the Wand of Orcus are<br />

suppressed while the wand is attuned to Orcus himself.<br />

Protection. You gain a +3 bonus to Armor Class while<br />

holding the wand.<br />

Spells. The wand has 7 charges. While holding it, you<br />

can use an action and expend 1 or more of its charges<br />

to cast one of the following spells (save DC 18) from<br />

it: animate dead (1 charge), blight (2 charges), circle of<br />

death (3 charges), finger of death (3 charges), power<br />

word kill (4 charges), or speak with dead (1 charge). The<br />

wand regains 1d4 + 3 expended charges daily at dawn.<br />

While attuned to the wand, Orcus or a follower<br />

blessed by him can cast each of the wand's spells using<br />

2 fewer charges (minimum of 0).<br />

Call Undead. While you are holding the wand, you<br />

can use an action to conjure skeletons and zombies,<br />

calling forth as many of them as you can divide 500 hit<br />

points among, each undead having average hit points<br />

(see the Monster Manual for statistics). The undead<br />

magically rise up from the ground or otherwise form in<br />

unoccupied spaces within 300 feet of you and obey your<br />

commands until they are destroyed or until dawn of<br />

the next day, when they collapse into inanimate piles of<br />

bones and rotting corpses. Once you use this property<br />

of the wand, you can't use it again until the next dawn.<br />

While attuned to the wand, Orcus can summon any<br />

kind of undead, not just skeletons and zombies. The<br />

undead don't perish or disappear at dawn the following<br />

day, remaining until Orcus dismisses them.<br />

Sentience. The Wand ofOrcus is a sentient, chaotic<br />

evil item with an Intelligence of 16, a Wisdom of 12, and<br />

a Charisma of 16. It has hearing and darkvision out to a<br />

range of 120 feet.<br />

The wand communicates telepathically with its<br />

wielder and can speak, read, and understand Abyssal<br />

and Common.<br />

Personality. The wand's purpose is to help satisfy<br />

Orcus's desire to slay everything in the multiverse. The<br />

wand is cold, cruel, nihilistic, and bereft of humor.<br />

In order to further its master's goals, the wand feigns<br />

devotion to its current user and makes grandiose<br />

promises that it has no intention of fulfilling, such as<br />

vowing to help its user overthrow Orcus.<br />

Destroying the Wand. Destroying the Wand of Orcus<br />

requires that it be taken to the Positive Energy Plane by<br />

the ancient hero whose skull surmounts it. For this to<br />

happen, the long-lost hero must first be restored to lifeno<br />

easy task, given the fact that Orcus has imprisoned<br />

the hero's soul and keeps it hidden and well guarded.<br />

Bathing the wand in positive energy causes it to crack<br />

and explode, but unless the above conditions are met, the<br />

wand instantly reforms on Orcus's layer of the Abyss.<br />

OTHER REWARDS<br />

As much as adventurers desire treasure, they often<br />

appreciate other forms of reward. This section<br />

presents a variety of ways that gods, monarchs, and<br />

other beings of power might recognize the characters'<br />

accomplishments, including supernatural gifts that<br />

give characters new capabilities; titles, lands, and other<br />

marks of prestige; and boons that are available only to<br />

adventurers who have reached 20th level.<br />

SUPERNATURAL GIFTS<br />

A supernatural gift is a special reward granted<br />

by a being or force of great magical power. Such<br />

supernatural gifts come in two forms: blessings and<br />

charms. A blessing is usually bestowed by a god or<br />

a godlike being. A charm is typically the work of a<br />

powerful spirit, a location of ancient magic, or a creature<br />

that has legendary actions. Unlike a magic item, a<br />

supernatural gift isn't an object and doesn't require<br />

attunement. It gives a character an extraordinary ability,<br />

which can be used one or more times.<br />

BLESSINGS<br />

A character might receive a blessing from a deity for<br />

doing something truly momentous-an accomplishment<br />

that catches the attention of both gods and mortals.<br />

Killing rampaging gnolls rarely warrants such a<br />

blessing, but slaying the high priest of Tiamat as he<br />

attempts to summon the Dragon Queen might.<br />

A blessing is an appropriate reward for one of the<br />

following accomplishments:<br />

• Restoring the most sacred shrine of a god<br />

• Foiling an earthshaking plot by the enemies of a god<br />

• Helping a god's favored servant complete a holy quest<br />

An adventurer might also receive a blessing in<br />

advance of a perilous quest. For example, a paladin<br />

could receive one before setting out on a quest to slay a<br />

terrifying lich that is responsible for a magical plague<br />

sweeping the land.<br />

CHAPTER 7 I TREASURE<br />

227

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