Sources
CR
Type
Size
Alignment
Movement

Orcus

Huge Fiend (demon), Chaotic Evil

Armor Class 17 (natural armor), 20 (with the Wand of Orcus)
Hit Points 405 (30d12 + 210)
Speed 40 ft., fly 40 ft.
STR
27
+8
DEX
14
+2
CON
25
+7
INT
20
+5
WIS
20
+5
CHA
25
+7
Saving Throws DEX +10, CON +15, WIS +13
Skills Arcana +13, Perception +13
Damage Resistances cold, fire, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing, slashing, that is nonmagical
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses truesight 120 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 26 (90,000 XP)

Traits

Legendary Resistance (3/Day). If Orcus fails a saving throw, he can choose to succeed instead.

Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects.

Master of Undeath. Orcus can cast animate dead (at will) and create undead (3/day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.

Special Equipment. Orcus wields the Wand of Orcus.

Spellcasting

Spellcasting. Orcus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):

At will: detect magic

1/day: time stop

3/day: dispel magic

Wand Spellcasting. While holding the Wand of Orcus, Orcus casts one of the following spells (spell save DC 18), some of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3 charges daily at dawn:

At will: animate dead (as an action), blight, speak with dead

1/charge each: circle of death, finger of death

2/charge each: power word kill

Actions

Multiattack. Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt attacks.

Wand of Orcus. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit:24 (3d8 + 11) bludgeoning damage plus 13 (2d12) necrotic damage.

Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit:21 (3d8 + 8) force damage plus 9 (2d8) poison damage.

Necrotic Bolt. Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit:29 (5d8 + 7) necrotic damage.

Conjure Undead (1/Day). While holding the Wand of Orcus, Orcus conjures Undead creatures whose combined average hit points don't exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action.

Legendary Actions

Attack. Orcus makes one Tail or Necrotic Bolt attack.

Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage.

Lore

Orcus is the Demon Prince of Undeath, also known as the Blood Lord. While he takes pleasure in the sufferings of the living, he far prefers the company and service of Undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by Undead creatures under his command.