Ok, so in 4 weeks, my players finish our three campaign, which we've been playing Eve of Ruin for the past year, and as that era closes, we want our characters and stories to close with it (and of course I'm planning a new campaign I've been wanting to do for a while, sort of a sandbox). But yeah, I want to make my fight against Vecna as best, dramatic and emotional as it can be, and also hard. Now I'm sure they'll be level 20, and they're already OP, one of them having the sword of Kas and the hand and eye of Vecna. I'm afraid he's going to be too easy for them to kill. Last time I checked, after he's knocked to 1 hit point, he resurrects, last I checked (correct me if I'm wrong). Now my first question: what statblock do I use? Do I use the one from the Vecna Dosier or the Eve of Ruin statblock? I'm thinking of Eve of Ruin, but yeah. Next ambience, does anyone have any Spotify music, maybe that can fit the fight? I'm sure I have the voice and roleplay down, thanks to Eddie Munson. But my most important question is, how do I attack with him? Like, what attack or moves should I do? I'd like to hear from other DM's, so I have more knowledge on what other Dm's have done or think is good. I want to make it an intense fight. And please, if you have other suggestions, then tell me. Thank you in advance.
Now my first question: what statblock do I use? Do I use the one from the Vecna Dosier or the Eve of Ruin statblock?
You use a custom statblock that actually generates an interesting encounter (as far as I know those two statblocks are identical. And also garbage, since it's designed around low base hit points and massive healing, which just won't work well against high tier characters; he'll die in one round).
Also... seriously, someone has the eye and hand of Vecna and plans to fight Vecna? That seems... hilariously dumb.
Do you have a specific statblock you know? And also ,is there something wrong with my player having the hand and eye of Vecna? Just wondering. But thanks.
Do you have a specific statblock you know? And also ,is there something wrong with my player having the hand and eye of Vecna? Just wondering. But thanks.
Level 20 statblocks pretty much have to be customized for your party. As for having the hand and eye... while there's no game defined effects, they're still Vecna's Artifacts, trying to use them to oppose Vecna seems likely to work poorly (I'd treat them as sentient magic weapons with a higher purpose of doing Vecna's will in the world...).
Do you have a specific statblock you know? And also ,is there something wrong with my player having the hand and eye of Vecna? Just wondering. But thanks.
Level 20 statblocks pretty much have to be customized for your party. As for having the hand and eye... while there's no game defined effects, they're still Vecna's Artifacts, trying to use them to oppose Vecna seems likely to work poorly (I'd treat them as sentient magic weapons with a higher purpose of doing Vecna's will in the world...).
I’d treat them almost like a bit of comic relief as well. “Hey, I’ve been looking for those.”
When the party shows up with the hand and eye, just be like the above. "Thanks for bringing those to me." and have them pop back to Vecna.
Which will cause the person with them attuned to instantly die (removing either artifact is fatal), but it's level 20; killing a PC at the start of combat is just table stakes.
They have the sword of kas and the hand and eye of vecna in the same party? That’s kind of, hard to pull off. Could have been pretty fun, actually. Or in the same person, maybe? Which would be kind of crazy.
I’d check out TimmyBoi05’s Vecna the Whispered One Star block in homebrew monsters. It’s a solid CR30 stat block that will give your players some challenge.
This is Vecna. His name’s in the freaking campaign. Make him a tough fight. I’d also take a look at CritRoleStats and see how Mercer handled Vecna. It has all the stat block equivalent information for you to help run a great encounter.
Now my first question: what statblock do I use? Do I use the one from the Vecna Dosier or the Eve of Ruin statblock?
You use a custom statblock that actually generates an interesting encounter (as far as I know those two statblocks are identical. And also garbage, since it's designed around low base hit points and massive healing, which just won't work well against high tier characters; he'll die in one round).
Also... seriously, someone has the eye and hand of Vecna and plans to fight Vecna? That seems... hilariously dumb.
No no no..... thats friggin brilliant!!
During the fight have the Artifacts start acting on their own in order to viciously accomplish their goals. The Vecna artifacts will try to use Suggestion to get the player using it to use one of its spells against the party or to destroy the Sword of Kas, or use its suggestion against another party member to hamper them. The Sword of Kas will cooperate with the players, unless the Vecna artifacts manage to rebel. Then the sword will try to dominate another player into striking that player, assuming one is still holding all 3 items; or if their on different players, let the items use their control spells to coopt that other player or monster to combat the other artifact. This is where you can be flexible with the Allies dealing verbiage of the Dominate and Suggestion, as well as players receiving damage counts toward breaking the item's concentration.
This creates two sub objectives. A. Suppress the Vecna artifacts from rebelling during the fight. B. Keep the Sword of Kas from trying to kill the player with the Vecna artifacts. They will be powerful weapons in the fight; but they're also a liability if the players aren't taking precautions.
Alternatively, you could go the PvP route and have Kas and Venca vie for control of the player, making a wis saving throw every turn to decide who is in control. And then let the player decide how that manifests, as a show if him being caught in the middle. Vecna wanting to hamper the party, and Kas wanting to strike down Vecna personally to ensure hes destroyed. If other players act to intervene/aid while the player is charmed, give a stacking +1 bonus (1 per player) for each act of aid provided for the rest of combat against all charm related effects. If he rolls Vecna, and refuses, he runs of the risk of the really bad part of the Venca eye triggering. IE your soul gets ripped out, and becoming a puppet.
If one of them realizes this a stupid idea to walk in with those artifacts, and no protection, they'll have to figure out a solution. If they need a suggestion, Anti-magic field on the player. Only the artifacts will work correctly. So other magic items are useless, and if its a spell caster.... kind of extra boned. But the Artifacts might be able to carry them regardless; but those artifacts in particular are very risky to use. And they would be relying on them more than usual in this fight.
That is the best thing I've heard. I'm thinking that, since I've created a custom statblock for a stronger Vecna, the player might get bored if he's not in control the whole game. So I was thinking maybe a Gollum thing, have the player roll initiative and then have the eye, hand and kas roll different initiatives. Or instead of that, like with the wizdom saving throw, the player makes a wisdom saving throw to decide if he takes control, and if he doesn't, then decide if Vecna or Kas takes control. But yeah, that was the best idea I've heard, thank you so much.
Hi, thanks for your suggestion. I want to know if there's anything wrong with the statblock I made? It's called Vecna the Undying King I published in Hombrew Monsters.
When the party shows up with the hand and eye, just be like the above. "Thanks for bringing those to me." and have them pop back to Vecna.
Which will cause the person with them attuned to instantly die (removing either artifact is fatal), but it's level 20; killing a PC at the start of combat is just table stakes.
It's a sad lvl 20 party that can't rez somebody. But the effect of killing somebody at the start of the encounter would be worth it.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
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Ok, so in 4 weeks, my players finish our three campaign, which we've been playing Eve of Ruin for the past year, and as that era closes, we want our characters and stories to close with it (and of course I'm planning a new campaign I've been wanting to do for a while, sort of a sandbox). But yeah, I want to make my fight against Vecna as best, dramatic and emotional as it can be, and also hard. Now I'm sure they'll be level 20, and they're already OP, one of them having the sword of Kas and the hand and eye of Vecna. I'm afraid he's going to be too easy for them to kill. Last time I checked, after he's knocked to 1 hit point, he resurrects, last I checked (correct me if I'm wrong). Now my first question: what statblock do I use? Do I use the one from the Vecna Dosier or the Eve of Ruin statblock? I'm thinking of Eve of Ruin, but yeah. Next ambience, does anyone have any Spotify music, maybe that can fit the fight? I'm sure I have the voice and roleplay down, thanks to Eddie Munson. But my most important question is, how do I attack with him? Like, what attack or moves should I do? I'd like to hear from other DM's, so I have more knowledge on what other Dm's have done or think is good. I want to make it an intense fight. And please, if you have other suggestions, then tell me. Thank you in advance.
You use a custom statblock that actually generates an interesting encounter (as far as I know those two statblocks are identical. And also garbage, since it's designed around low base hit points and massive healing, which just won't work well against high tier characters; he'll die in one round).
Also... seriously, someone has the eye and hand of Vecna and plans to fight Vecna? That seems... hilariously dumb.
Do you have a specific statblock you know? And also ,is there something wrong with my player having the hand and eye of Vecna? Just wondering. But thanks.
Level 20 statblocks pretty much have to be customized for your party. As for having the hand and eye... while there's no game defined effects, they're still Vecna's Artifacts, trying to use them to oppose Vecna seems likely to work poorly (I'd treat them as sentient magic weapons with a higher purpose of doing Vecna's will in the world...).
Ok, thank you.
I’d treat them almost like a bit of comic relief as well. “Hey, I’ve been looking for those.”
When the party shows up with the hand and eye, just be like the above. "Thanks for bringing those to me." and have them pop back to Vecna.
I'm not sure about a formal stat block. AC, HP, some actions, +X to all saves, movement other than walking.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Which will cause the person with them attuned to instantly die (removing either artifact is fatal), but it's level 20; killing a PC at the start of combat is just table stakes.
They have the sword of kas and the hand and eye of vecna in the same party? That’s kind of, hard to pull off. Could have been pretty fun, actually. Or in the same person, maybe? Which would be kind of crazy.
I’d check out TimmyBoi05’s Vecna the Whispered One Star block in homebrew monsters. It’s a solid CR30 stat block that will give your players some challenge.
This is Vecna. His name’s in the freaking campaign. Make him a tough fight. I’d also take a look at CritRoleStats and see how Mercer handled Vecna. It has all the stat block equivalent information for you to help run a great encounter.
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No no no..... thats friggin brilliant!!
During the fight have the Artifacts start acting on their own in order to viciously accomplish their goals. The Vecna artifacts will try to use Suggestion to get the player using it to use one of its spells against the party or to destroy the Sword of Kas, or use its suggestion against another party member to hamper them. The Sword of Kas will cooperate with the players, unless the Vecna artifacts manage to rebel. Then the sword will try to dominate another player into striking that player, assuming one is still holding all 3 items; or if their on different players, let the items use their control spells to coopt that other player or monster to combat the other artifact. This is where you can be flexible with the Allies dealing verbiage of the Dominate and Suggestion, as well as players receiving damage counts toward breaking the item's concentration.
This creates two sub objectives. A. Suppress the Vecna artifacts from rebelling during the fight. B. Keep the Sword of Kas from trying to kill the player with the Vecna artifacts. They will be powerful weapons in the fight; but they're also a liability if the players aren't taking precautions.
Alternatively, you could go the PvP route and have Kas and Venca vie for control of the player, making a wis saving throw every turn to decide who is in control. And then let the player decide how that manifests, as a show if him being caught in the middle. Vecna wanting to hamper the party, and Kas wanting to strike down Vecna personally to ensure hes destroyed. If other players act to intervene/aid while the player is charmed, give a stacking +1 bonus (1 per player) for each act of aid provided for the rest of combat against all charm related effects. If he rolls Vecna, and refuses, he runs of the risk of the really bad part of the Venca eye triggering. IE your soul gets ripped out, and becoming a puppet.
If one of them realizes this a stupid idea to walk in with those artifacts, and no protection, they'll have to figure out a solution. If they need a suggestion, Anti-magic field on the player. Only the artifacts will work correctly. So other magic items are useless, and if its a spell caster.... kind of extra boned. But the Artifacts might be able to carry them regardless; but those artifacts in particular are very risky to use. And they would be relying on them more than usual in this fight.
While it could be a great deal of fun for the DM, depending on how it's handled, I was looking at it from the perspective of a player or character.
That is the best thing I've heard. I'm thinking that, since I've created a custom statblock for a stronger Vecna, the player might get bored if he's not in control the whole game. So I was thinking maybe a Gollum thing, have the player roll initiative and then have the eye, hand and kas roll different initiatives. Or instead of that, like with the wizdom saving throw, the player makes a wisdom saving throw to decide if he takes control, and if he doesn't, then decide if Vecna or Kas takes control. But yeah, that was the best idea I've heard, thank you so much.
Hi, thanks for your suggestion. I want to know if there's anything wrong with the statblock I made? It's called Vecna the Undying King I published in Hombrew Monsters.
Vecna the Undying King - Monsters - Homebrew - D&D Beyond
It's a sad lvl 20 party that can't rez somebody. But the effect of killing somebody at the start of the encounter would be worth it.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale