Wednesday, 11 June 2025

Let’s Convert the Monster Manual: Orcus, Demon Prince of the Un-dead

I’ve been asked to convert the original Monster Manual in a manner similar to my conversion of the Fiend Folio. I am going to do this a bit differently, though, and just try to stick to the essence of creatures without referring to the text of the original work. This is, in part, because of my plans to create a monster book in the upcoming year. In this case, we are dealing with IP that is currently held by Wizards of the Coast/Hasbro, so I can’t imagine a published version of everything here coming out!

When converting the demons and devils from the original Monster Manual, some deviation from the strict order of presentation is required to allow for invoke patron results. I am therefore doing the demon princes (one per post), other demons, archdevils (one per post), then other devils.

Claimed by some to be the greatest of the demon princes, Orcus loomed over those early AD&D 1e games, not only as an evil presence worshiped by malevolent cultists, but also because the Wand of Orcus was a fabled artifact in the Dungeon Master’s Guide – one which had many a look-alike in those early dungeons, both as bait for traps and as cursed items. I can also recall including a shriveled up eye and a mummified hand from time to time…absolutely non-magical, but leading to hopeful PCs maiming themselves to test them out…! I was not always as kind as I am now….

Orcus (Prince of the Un-dead): Init +14; Atk by weapon +20 melee (by weapon +8) or unarmed strike +20 melee (3d6) or tail bite +20 melee (2d4 plus venom) or spell; AC 28; HD 22d12 (140 hp); MV 30’ or fly 50’; Act 2d20; SP demon traits, venom (2d12 plus DC 22 Fort or die instantly), Wand of Orcus, animate dead, +8 bonus to saves vs. spells, entourage, spells; SV Fort +18, Ref +13, Will +20; AL C.

           Spells (+20 to spell check): Animate dead, charm person, comprehend languages, control fire, darkness, demon summoning, detect invisible, detect magic, dispel magic, ESP, forget, lightning bolt, paralysis, phantasm, ray of enfeeblement, read magic, scare, and speak with the dead.

            Demon traits: Telepathy, immunities (weapons of less than +5 enchantment or natural attacks from creatures of 12 HD or less, fire, cold, electricity, gas, acid), projection (teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally), crit range 15-20.

Orcus looms over his portion of the Abyss, being some 15 feet tall with a grotesquely corpulent humanoid body covered with coarse grey hair like that of a goat. His goat-like head bears curving ram horns. He bears satyr-like goat legs terminating in cloven hooves, as well as vast bat-like wings and a serpent tail which bites with a deadly venom. Despite his girth, Orcus is incredibly strong, and any opposed Strength check against him is vs. +8.

Creatures slain within 100’ of the Demon Prince of the Un-dead automatically rise as un-dead the following round, and are able to act under Orcus’s control the third round after their death. These un-dead rise as skeletons or zombies, depending upon the condition of their bodies (as determined by the judge). There is no limit to the number of un-dead Orcus can raise or control in this manner. Orcus is furthermore always attended by a retinue of faithful un-dead creatures. To determine their current makeup, roll 1d4: (1) 4d12 skeletons, (2) 4d8 zombies, (3) 4d6 shadows, or (4) 2d4 vampires.

Finally, Orcus holds a rod of pure obsidian topped by a skull, sometimes called the Wand  of Death or the Wand of Orcus. When wielded by the demon prince, this fell instrument causes 1d8+8 damage, and those struck must succeed in a DC 13 Fort save or be instantly slain. Those who roll a natural “1” are annihilated, their bodies and all equipment scattered to their component atoms. Only archdevils, saints, demon princes, godlings, and similar creatures are immune to this death effect.


Wand of Orcus: This ghastly weapon is sometimes allowed to pass into the Lands We Know, there to wreak chaos and evil upon all living things there. Wielded by a mortal creature, the Wand does not have the full death-dealing power it has within Orcus’s hands, but it deals a base 1d8 damage and creatures struck must succeed in a DC 13 Fort save or suffer an additional 3d8 damage.

In mortal hands, the Wand of Orcus confers these other powers and has the following effects upon those brazen enough to use it:

  • Bearer gains +1 Strength as long as the item is owned, and can, twice each day, gain an additional +4 bonus to all Strength related rolls (including attack rolls and damage) for 1d3 turns.
  • Bearer can cast animate dead or speak with dead seven times a week each, with a +4 bonus on the spell check, merely by touching the subject(s) with the Wand. Additional components are not required. If the bearer cannot normally cast spells, they use 1d16 for these spell checks.
  • Twice per day, the Wand can unleash a lightning bolt as an action (120’ range, 9d8 damage, DC 20 Reflex save for half). However, if the wielder is not chaotic, and/or has not been acting in the interests of Orcus (as per judge), the wand also shocks the user for 9d8 damage with no saving throw.
  • After using the lightning bolt power, the wielder stinks of death, with a subtly putrescent aroma noticeable to normal humans from 10 feet away. Those with sensitive noses, tracking animals, scavengers and the like can smell the wielder from even further away (per judge). This stench is permanent, even if the Wand has passed on to another, although kind judges may allow some quest to cleanse it away.
  • Every week the Wand is owned, its owner gains 1d10 pounds, until they have gained a total of 40 pounds. This added weight fades away at a rate of 1d10 pounds per month without touching the Wand of Orcus.

The Wand of Orcus is virtually impervious to magical and physical harm and each may only be destroyed (or even damaged) by bathing it in Orcus’s life blood. With this action, both the Wand and Orcus are destroyed forever. Otherwise, even if utterly disintegrated, the spirit of Orcus lives on in his Wand, allowing him to slowly shape a new body over the coming decades or centuries.


 Invoke Patron check results:

12-13     Shrouded by shadowy bat wings, the caster is ignored by all un-dead, and is immune to their special powers, for the next 1d3 turns.

14-17     For the next turn, any mortal humanoid creature slain by the caster rises as a skeleton or zombie (depending upon the condition of its body, per judge) on the next round, and is able to act on the second round after death. These un-dead are completely subservient to the caster, and are in addition to any limitation on un-dead controlled. If not destroyed, they remain with the caster for 1d6 + CL turns before succumbing to true death.

18-19     The caster’s hands and melee weapons gain the ability to sap the strength from living creatures. Each creature the caster strikes takes 1d3 Strength damage in addition to normal damage for the attack. Creatures without a Strength score instead take a cumulative -1 to melee attack rolls and damage from weakness. Victims are allowed a DC 16 Fort save to negate. The caster gains this ability for 3d10 + CL rounds.

20-23     Through the power of un-death, the caster transfers hit points from another living creature within 30’ to themselves. The caster can choose to transfer up to CL d8 hit points, and the target may attempt a DC 20 Will save to negate. The caster cannot transfer more hit points than a creature has; any excess hit points are lost. If the caster goes over their normal hit point maximum, the bonus hit points are used first, and cannot be healed or regained.

24-27     For one turn, the caster gains the ability to become non-corporeal (as a ghost) at will. While corporeal, this ability to shift grants them a +4 bonus to AC against non-magical weapons and a +4 bonus to saves if becoming non-corporeal would help to protect them. While non-corporeal, the caster can pass through solid objects, fly with a 30’ move speed, and is immune to non-magical and purely corporeal damage.

28-29     The caster’s flesh sloughs off, revealing an obsidian skeleton. The caster gains +4 AC against ranged attacks, and is completely impervious to piercing and slashing weapons, or special attacks which target flesh. The caster can see in the dark to 60’ with perfect clarity, is immune to poison and disease, and has no need to eat, drink, or breathe. The caster can maintain this state for up to CL turns, or end it at any time before then. When it ends, the caster’s flesh painfully re-knits from whatever material is at hand, healing all lost hit points in the process.

30-31     The caster’s biological processes halt for 1d6 + CL days, temporarily suspending the action of poisons, diseases, and similar agents, as well as negating the need to eat, drink, or breathe. The caster is not affected by cold, and can operate in a vacuum, on a tundra, or underwater without discomfort. During this period, the caster does not heal naturally, and any lawful or neutral cleric performing magical healing on the caster has their disapproval increase by 1d12. Un-dead creatures will not attack the caster unless attacked first, and intelligent un-dead are considered friendly.

32+         Orcus appears as a shadowy form and reaches out to smite one foe within 500’ of the caster’s choosing, who immediately takes 1d8+8 damage, and must succeed in a DC 13 Fort save or be instantly slain. The apparition remains until CL foes are slain, or until there are no remaining foes to target, making one attack each round (which automatically hits).

At the end of this time, the caster may choose to attempt a Luck check. If they succeed, Orcus loans them the Wand of Orcus for 13 days to cause havoc in the mortal world. At the end of this period, they may attempt another Luck check to hold the Wand for an additional 13 days. They may keep attempting Luck checks at the end of each 13-day period for as long as they dare. However, should they fail any of these Luck checks, Orcus appears himself to drag the caster screaming into the Abyss.

Was the Wand of Orcus left behind? Does anyone dare make a Luck check to find out?

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