The BBEG in my campaign is a Level 20 Warlock who, over the course of a couple hundred years, has obtained 7 epic boons. Coming up soon in the campaign, he will accomplish a feat so great that it will grant him the equivalent of 7 more boons (though he'll only take 2 and use the others for ASI). I have tried to stay RAW with his progression of power. Since he is a Level 20 character, his proficiency bonus is +6 even though his effective CR IS 24. At what point should creatures proficiency bonus be based on CR instead of Level? Keep in mind, a PC might be able to achieve this if a point is decided on.
I tend to make all of my enemies as CR based creatures anyway, just because a stat block is simpler to use than a character sheet. If you want to switch it over though, then I guess when they reach a level of power that a level based character can’t account for. You could just “homebrew” them to level 21 or further, following the pattern to increase proficiency and other features, if that’s easier though. I think make a specific plot point (like the one you mentioned) the moment they switch from level to CR, to explain the jump - or even slight change - to their power. Does this answer your question?
Edit: I’ll just add, for a PC, I would definitely suggest homebrewing levels 21 and onwards. I’m not sure how CR would work for a player.
CR is only loosely connected to level, despite the fact they're considered equivalent for things like true polymorph. When adapting characters of a certain character level they will usually end up with a lower CR but it depends on a lot of factors.
To work out what CR a creature should be you should consult the table in the Dungeon Master's Guide under creating a monster; a CR is determined by AC, hit-points, attack modifier, damage and save DC. It's not the most precise art, as you have to try and factor in things like damage resistances (I usually just add 25% to their HP to keep it simple and then round up or down to whichever CR "feels" right to me, but it depends how many damage types they're resistant or immune to).
I've worked on a bunch of NPCs that I originally created as a player characters then converted into monster stat-blocks (often with tweaks to make them faster to run, lean into a gimmick, or to give them things a multi-class at their level can't normally get). Probably the majority of them worked out around half their level as CR (so level 10 became CR 5 or 6) but it's highly variable, as I've also built some that have come out much higher or lower depending on how I integrate features.
For example, for barbarians I tend to just give them damage resistance etc. as standard, and have their "Rage" only end if they're incapacitated, this makes them a lot easier to run as you don't have to worry about when they Rage, how much time they have left etc. but it skews their CR upwards because they potentially have double HP against a lot of physical damage (bludgeoning, piercing, slashing), and it increases their damage.
Damage per round per round is also one of the trickier things to calculate; I usually try to just calculate average damage over three rounds using the highest damage options a monster has. Area of effects require you to consider how many creatures would be in the area (because most area of effects are wasted on just one) but that can be tricky as well. I'd usually do 2 for a 15 foot cone, maybe three for a line of 30 foot or longer (especially on a very mobile enemy), or 4 for a large area of effect. I don't usually go higher because CR is roughly balanced around a four player party, i.e- a CR 5 monster should be a moderate to hard challenge for a party of four level 5 adventurers.
What makes it extra complicated are features that don't do damage or increase durability; for example, if a monster has faerie fire how do you factor that in to average damage? Usually you just end up tweaking CR up or down based on what "feels" right for any extras a monster has, but this is what can make it a very imprecise art; official monsters can vary wildly in actual difficulty despite having the same CR.
Sorry, got a bit carried away talking about CR rather than your specific issue; I would say that level is still the appropriate way to consider a character like this if they are still player controlled, but you would be treating them as if they were higher level in order to factor in extra gear and abilities. DMs need to do this when balancing fights in any campaign that hands out strong magic items (especially if they're handed out earlier than players are normally expected to get them), as otherwise fights will become two easy. For example, CR 4 is fine to give a decent challenge to a party of four level 4 adventurers with no magic items, but if they're all rocking multiple uncommon magic items or a rare magic item each they might need to be treated as level 5 for the purposes of balancing the combat.
If this high level character is actually to be run as an enemy however then CR is the way to go, because that's exactly what CR is for.
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The thing is, the BBEG is essentially supposed to be capable of whatever a PC is capable of becoming; however, he is an NPC. In addition, if I went by his CR instead of his Level, his proficiency bonus would increase to +7 (CR 24 last a checked) making him an even harder fight. If I made him a creature based on Challenge Rating, I would need to come up with a reason as to why a PC could become one permanently (without using true polymorph).
As an enemy whose stat block is entirely based off of a character sheet, the party knows that I'm being fair if they fight him (at an appropriate level) since they know that they can achieve his power, too. They just need to learn how he did it. The BBEG can be seen as a foil character since he represent power that is earned through one's efforts; however, it is being used for a cause that they oppose.
Epic Boons are a good substitute to level 20+ in my opinion. The problem is that the DMG states, "Many of the boons are extraordinary and represent the gradual transformation of a character into something resembling a demigod." The DMG does not state how many it takes to become one though. With effectively 14 boons, I feel like the BBEG either already is or is super close to becoming one. If I were to make him a Demigod, I feel like I would need to change his creature type. What is the limit? The thing that is terrifying me is that if I make the BBEG a demigod, then my players are also capable of doing this.
Most villains are not actually constrained by what is possible for player characters. You can just make them however you want and then calculate their CR after that, there’s a whole section in the DM’s Workshop section of the DMG on how to calculate CR: (https://www.dndbeyond.com/sources/dmg/dungeon-masters-workshop#CreatingaMonster).
Ultimately, it’s entirely up to you.
I will tell you that to actually run an NPC that I started building as a PC, I convert it to a statblock, get rid of all the unnecessary stuff, increase their action economy through a combo of Multiattacks and Legendary Actions, and then double their Hit Dice to make them survivable.
I already calculated his Challenge Rating; but I need a legitimate reason for his proficiency bonus to be based on his effective CR (turning him into CR creature) instead of his class levels (since he is a Level 20 character). The main reason I'm concerned is because he has true polymorph. If he has a CR (CR 24), he can turn into other CR 24 creatures like an Ancient Dragon Turtle, which is brutal since that is a mythic creature.
A 20th level PC with, what, 14 Epic Boons did you say is also essentially a “mythic creature.” At that point they’re equivalent to a demigod’s bigger, better sibling. You don’t need to justify anything.
It is more that he has 7 epic boons currently, and is getting the option to pick 7 more. The BBEG doesn't need 7 more, only 2. So, he is using the other 5 on ASI.
It is more that he has 7 epic boons currently, and is getting the option to pick 7 more. The BBEG doesn't need 7 more, only 2. So, he is using the other 5 on ASI.
I read that the first time you wrote it. It doesn’t matter if he uses the other 5 as ASIs, they still count as Epic Boons. 7+7=14.
I already calculated his Challenge Rating; but I need a legitimate reason for his proficiency bonus to be based on his effective CR (turning him into CR creature) instead of his class levels (since he is a Level 20 character). The main reason I'm concerned is because he has true polymorph. If he has a CR (CR 24), he can turn into other CR 24 creatures like an Ancient Dragon Turtle, which is brutal since that is a mythic creature.
Honestly I think the problem here is that you're over-thinking it; a monster's limits are whatever you as a DM need them to be, it's highly unlikely that your players will care as long as it's balanced and fun to fight, but it's starting to sound extremely complicated.
For example, instead of a villain with true polymorph, why not just give them a Change Shape ability with a few specific forms they can turn into? You can keep them appropriate to what a player could true polymorph into, have it be a once a day 9th-level spell etc., but limit it to what you need to keep the difficulty under control. It's still representing an actual ability they have, and which a player of that level could have, but in a simplified form.
It's also worth noting that a monster is not required to have the proficiency bonus shown for its CR in the creating a monster table; as with everything else about a monster profile it's entirely up to you, these are just recommendations and values you can use to help you calculate the CR. Unfortunately D&D Beyond doesn't currently support overriding the proficiency bonus or saving throw modifiers, so their save modifiers might be higher than they should be, but otherwise you can calculate and enter the correct (+5 proficiency bonus) values for skills, attacks, save DC's etc. and just ignore what the proficiency bonus part says.
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I can't choose Change Shape since the players have already seen him use true polymorph. Here are the boons he currently has (before the next 7): Boon of Immortality, Boon of Invincibility, Boon of Irresistible Offense, Boon of Spell Mastery (Hex), Boon of Spell Recall, Boon of the Fire Soul, and Boon of the Stormborn. Currently, I have him set to CR 20 on DNDBEYOND for the proficiency bonus. In his description, I have written that facing him is like facing a CR 24 creature. I do not know how to account for the true polymorph in CR calculation.
You’re seriously overthinking this. First off, you don’t really need to account for true polymorph, that’s basically already calculated into things because of the Spellcasting feature. Second, with 7 Epic Boons, that’s equivalent to a 27th level character, adding another 7 Boons on top of that and it’s the equivalent of a 34th level character. Third, instead of giving the NPC more Epic Boons, have him undergo an apotheosis. Then, you can completely rearrange, change, add to, or omit absolutely anything and everything that NPC currently has to be whatever you need it to be. Look at Vecna for example. He started out as a 20th level Wizard and then became a god/demigod. Now look at him:
Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead.
Special Equipment. Vecna carries a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a +2 dagger.
Undying. If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100 years. Vecna’s soul can fashion a new body even if its old body was burned to ash or otherwise obliterated. When the new body is complete, Vecna regains all his hit points and becomes active again. Vecna’s new body appears anywhere within 100 miles of where Vecna was slain.
Unusual Nature. Vecna doesn’t require air, food, drink, or sleep.
Actions
Multiattack. Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Afterthought.
Afterthought.Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 (2d8) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a DC 20 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can’t regain hit points.
Flight of the Damned (Recharge 5–6). Vecna conjures a torrent of flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is frightened of Vecna for 1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. A frightenedcreature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rotten Fate. Vecna causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 22 Constitution saving throw, taking 96 (8d8 + 60) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this magic rises as a zombie (see the Monster Manual) at the start of Vecna’s next turn and acts immediately after Vecna in the initiative order. The zombie is under Vecna’s control.
Spellcasting. Vecna casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22):
Vile Teleport. Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 (3d6) psychic damage. If at least one creature takes this damage, Vecna regains 80 hit points.
Reactions
Vecna can take up to three reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails.
Fell Rebuke. In response to being hit by an attack, Vecna utters a fell word, dealing 10 (3d6) necrotic damage to the attacker, and Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.
👆Vecna doesn’t need to “cast counterspell” anymore, he just says “nope,” and counters the spell. And he can potentially do that 3 times per round, every round. He doesn’t mess around with spell slots anymore, he can just casts spells like these as if they were cantrips: animate dead (as an action), detect magic, dispel magic, fly, lightning bolt.
You can do the same thing with your NPC. After his apotheosis he won’t have to “cast true polymorph” anymore, he’ll just be able to change shape into any creature of CR X or lower once per short rest, and you can set X to whatever limit you want. He won’t have an entire list of spells he’s pro’ly never gonna cast and a bunch of spell slots that’ll be a pain in the ass for you to track, he’ll just have the half dozen spells he’ll actually cast in combat and he’ll be able to cast them at will. He won’t have a slew of pages of features, traits, and boons that you’ll have to sift through ad infinitum every round much to your players’ boredom. He’ll instead have a streamlined statblock of special traits that you’ll actually likely use to your players’ excitement. Think about it, you can simultaneously make your own life easier, and make the game more enjoyable for your players too. Think about it.
I can't choose Change Shape since the players have already seen him use true polymorph.
Sure you can, true polymorph is just a mechanism for performing a task, which is changing into another form, often with some other specific purpose such as disguise, durability, versatility etc. You don't have to change the name if you don't want to, but the key is to make it easier for yourself to run, because a spell that can turn you into almost any other creature is way too much scope to be worrying about on a monster.
If you're determined that he must have the spell then simply place a limit on it, so now it's true polymorph (max. CR 20). Job done.
Your primary goals on a monster stat-block are to capture the essence of the monster, and make it as simple as possible to run. As DM you can literally do anything you want; the rules exist to constrain the players, not the DM, if you want to place extra limits, do it, if you want to lift a limit, do it. It just needs to stay balanced and fun. 😝
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I already calculated his Challenge Rating; but I need a legitimate reason for his proficiency bonus to be based on his effective CR (turning him into CR creature) instead of his class levels (since he is a Level 20 character). The main reason I'm concerned is because he has true polymorph. If he has a CR (CR 24), he can turn into other CR 24 creatures like an Ancient Dragon Turtle, which is brutal since that is a mythic creature.
you dont need any sort of reason, pcs become npcs all the time, and your the dm, if you feel a certian style of stat block is better then the other, then thats your prerogative as dungeon master to do, and if people ask, you can just say "as dungeon master, this better fits the monsters description then what i had before" and if your worried about true poly, just dont have him go over a certian cr because you can choose to do that as dm, or you can write it in his stat block
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The BBEG in my campaign is a Level 20 Warlock who, over the course of a couple hundred years, has obtained 7 epic boons. Coming up soon in the campaign, he will accomplish a feat so great that it will grant him the equivalent of 7 more boons (though he'll only take 2 and use the others for ASI). I have tried to stay RAW with his progression of power. Since he is a Level 20 character, his proficiency bonus is +6 even though his effective CR IS 24. At what point should creatures proficiency bonus be based on CR instead of Level? Keep in mind, a PC might be able to achieve this if a point is decided on.
I tend to make all of my enemies as CR based creatures anyway, just because a stat block is simpler to use than a character sheet. If you want to switch it over though, then I guess when they reach a level of power that a level based character can’t account for. You could just “homebrew” them to level 21 or further, following the pattern to increase proficiency and other features, if that’s easier though. I think make a specific plot point (like the one you mentioned) the moment they switch from level to CR, to explain the jump - or even slight change - to their power. Does this answer your question?
Edit: I’ll just add, for a PC, I would definitely suggest homebrewing levels 21 and onwards. I’m not sure how CR would work for a player.
CR is only loosely connected to level, despite the fact they're considered equivalent for things like true polymorph. When adapting characters of a certain character level they will usually end up with a lower CR but it depends on a lot of factors.
To work out what CR a creature should be you should consult the table in the Dungeon Master's Guide under creating a monster; a CR is determined by AC, hit-points, attack modifier, damage and save DC. It's not the most precise art, as you have to try and factor in things like damage resistances (I usually just add 25% to their HP to keep it simple and then round up or down to whichever CR "feels" right to me, but it depends how many damage types they're resistant or immune to).
I've worked on a bunch of NPCs that I originally created as a player characters then converted into monster stat-blocks (often with tweaks to make them faster to run, lean into a gimmick, or to give them things a multi-class at their level can't normally get). Probably the majority of them worked out around half their level as CR (so level 10 became CR 5 or 6) but it's highly variable, as I've also built some that have come out much higher or lower depending on how I integrate features.
For example, for barbarians I tend to just give them damage resistance etc. as standard, and have their "Rage" only end if they're incapacitated, this makes them a lot easier to run as you don't have to worry about when they Rage, how much time they have left etc. but it skews their CR upwards because they potentially have double HP against a lot of physical damage (bludgeoning, piercing, slashing), and it increases their damage.
Damage per round per round is also one of the trickier things to calculate; I usually try to just calculate average damage over three rounds using the highest damage options a monster has. Area of effects require you to consider how many creatures would be in the area (because most area of effects are wasted on just one) but that can be tricky as well. I'd usually do 2 for a 15 foot cone, maybe three for a line of 30 foot or longer (especially on a very mobile enemy), or 4 for a large area of effect. I don't usually go higher because CR is roughly balanced around a four player party, i.e- a CR 5 monster should be a moderate to hard challenge for a party of four level 5 adventurers.
What makes it extra complicated are features that don't do damage or increase durability; for example, if a monster has faerie fire how do you factor that in to average damage? Usually you just end up tweaking CR up or down based on what "feels" right for any extras a monster has, but this is what can make it a very imprecise art; official monsters can vary wildly in actual difficulty despite having the same CR.
Sorry, got a bit carried away talking about CR rather than your specific issue; I would say that level is still the appropriate way to consider a character like this if they are still player controlled, but you would be treating them as if they were higher level in order to factor in extra gear and abilities. DMs need to do this when balancing fights in any campaign that hands out strong magic items (especially if they're handed out earlier than players are normally expected to get them), as otherwise fights will become two easy. For example, CR 4 is fine to give a decent challenge to a party of four level 4 adventurers with no magic items, but if they're all rocking multiple uncommon magic items or a rare magic item each they might need to be treated as level 5 for the purposes of balancing the combat.
If this high level character is actually to be run as an enemy however then CR is the way to go, because that's exactly what CR is for.
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The thing is, the BBEG is essentially supposed to be capable of whatever a PC is capable of becoming; however, he is an NPC. In addition, if I went by his CR instead of his Level, his proficiency bonus would increase to +7 (CR 24 last a checked) making him an even harder fight. If I made him a creature based on Challenge Rating, I would need to come up with a reason as to why a PC could become one permanently (without using true polymorph).
As an enemy whose stat block is entirely based off of a character sheet, the party knows that I'm being fair if they fight him (at an appropriate level) since they know that they can achieve his power, too. They just need to learn how he did it. The BBEG can be seen as a foil character since he represent power that is earned through one's efforts; however, it is being used for a cause that they oppose.
Epic Boons are a good substitute to level 20+ in my opinion. The problem is that the DMG states, "Many of the boons are extraordinary and represent the gradual transformation of a character into something resembling a demigod." The DMG does not state how many it takes to become one though. With effectively 14 boons, I feel like the BBEG either already is or is super close to becoming one. If I were to make him a Demigod, I feel like I would need to change his creature type. What is the limit? The thing that is terrifying me is that if I make the BBEG a demigod, then my players are also capable of doing this.
He could be turning into a greater fiend/whatever creature as part of fulfilling his pact. You did say he was a warlock right?
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Most villains are not actually constrained by what is possible for player characters. You can just make them however you want and then calculate their CR after that, there’s a whole section in the DM’s Workshop section of the DMG on how to calculate CR: (https://www.dndbeyond.com/sources/dmg/dungeon-masters-workshop#CreatingaMonster).
Ultimately, it’s entirely up to you.
I will tell you that to actually run an NPC that I started building as a PC, I convert it to a statblock, get rid of all the unnecessary stuff, increase their action economy through a combo of Multiattacks and Legendary Actions, and then double their Hit Dice to make them survivable.
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I already calculated his Challenge Rating; but I need a legitimate reason for his proficiency bonus to be based on his effective CR (turning him into CR creature) instead of his class levels (since he is a Level 20 character). The main reason I'm concerned is because he has true polymorph. If he has a CR (CR 24), he can turn into other CR 24 creatures like an Ancient Dragon Turtle, which is brutal since that is a mythic creature.
A 20th level PC with, what, 14 Epic Boons did you say is also essentially a “mythic creature.” At that point they’re equivalent to a demigod’s bigger, better sibling. You don’t need to justify anything.
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It is more that he has 7 epic boons currently, and is getting the option to pick 7 more. The BBEG doesn't need 7 more, only 2. So, he is using the other 5 on ASI.
I read that the first time you wrote it. It doesn’t matter if he uses the other 5 as ASIs, they still count as Epic Boons. 7+7=14.
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Honestly I think the problem here is that you're over-thinking it; a monster's limits are whatever you as a DM need them to be, it's highly unlikely that your players will care as long as it's balanced and fun to fight, but it's starting to sound extremely complicated.
For example, instead of a villain with true polymorph, why not just give them a Change Shape ability with a few specific forms they can turn into? You can keep them appropriate to what a player could true polymorph into, have it be a once a day 9th-level spell etc., but limit it to what you need to keep the difficulty under control. It's still representing an actual ability they have, and which a player of that level could have, but in a simplified form.
It's also worth noting that a monster is not required to have the proficiency bonus shown for its CR in the creating a monster table; as with everything else about a monster profile it's entirely up to you, these are just recommendations and values you can use to help you calculate the CR. Unfortunately D&D Beyond doesn't currently support overriding the proficiency bonus or saving throw modifiers, so their save modifiers might be higher than they should be, but otherwise you can calculate and enter the correct (+5 proficiency bonus) values for skills, attacks, save DC's etc. and just ignore what the proficiency bonus part says.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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I can't choose Change Shape since the players have already seen him use true polymorph. Here are the boons he currently has (before the next 7): Boon of Immortality, Boon of Invincibility, Boon of Irresistible Offense, Boon of Spell Mastery (Hex), Boon of Spell Recall, Boon of the Fire Soul, and Boon of the Stormborn. Currently, I have him set to CR 20 on DNDBEYOND for the proficiency bonus. In his description, I have written that facing him is like facing a CR 24 creature. I do not know how to account for the true polymorph in CR calculation.
You’re seriously overthinking this. First off, you don’t really need to account for true polymorph, that’s basically already calculated into things because of the Spellcasting feature. Second, with 7 Epic Boons, that’s equivalent to a 27th level character, adding another 7 Boons on top of that and it’s the equivalent of a 34th level character. Third, instead of giving the NPC more Epic Boons, have him undergo an apotheosis. Then, you can completely rearrange, change, add to, or omit absolutely anything and everything that NPC currently has to be whatever you need it to be. Look at Vecna for example. He started out as a 20th level Wizard and then became a god/demigod. Now look at him:
VECNA THE ARCHLICH
Medium Undead (Wizard), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 272 (32d8 + 128)
Speed 30 ft.
Saving Throws Con +12, Int +14, Wis +15
Skills Arcana +22, History +14, Insight +15, Perception +15
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses truesight 120 ft., passive Perception 25
Languages Common, Draconic, Elvish, Infernal
Challenge 26 (90,000 XP) Proficiency Bonus +8
Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead.
Special Equipment. Vecna carries a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a +2 dagger.
Undying. If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100 years. Vecna’s soul can fashion a new body even if its old body was burned to ash or otherwise obliterated. When the new body is complete, Vecna regains all his hit points and becomes active again. Vecna’s new body appears anywhere within 100 miles of where Vecna was slain.
Unusual Nature. Vecna doesn’t require air, food, drink, or sleep.
Actions
Multiattack. Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Afterthought.
Afterthought. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 (2d8) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a DC 20 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can’t regain hit points.
Flight of the Damned (Recharge 5–6). Vecna conjures a torrent of flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is frightened of Vecna for 1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. A frightenedcreature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rotten Fate. Vecna causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 22 Constitution saving throw, taking 96 (8d8 + 60) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this magic rises as a zombie (see the Monster Manual) at the start of Vecna’s next turn and acts immediately after Vecna in the initiative order. The zombie is under Vecna’s control.
Spellcasting. Vecna casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22):
At will: animate dead (as an action), detect magic, dispel magic, fly, lightning bolt, mage hand, prestidigitation
2/day each: dimension door, invisibility, scrying (as an action)
1/day each: dominate monster, globe of invulnerability, plane shift (self only).
Bonus Actions
Vile Teleport. Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 (3d6) psychic damage. If at least one creature takes this damage, Vecna regains 80 hit points.
Reactions
Vecna can take up to three reactions per round but only one per turn.
Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails.
Fell Rebuke. In response to being hit by an attack, Vecna utters a fell word, dealing 10 (3d6) necrotic damage to the attacker, and Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.
👆Vecna doesn’t need to “cast counterspell” anymore, he just says “nope,” and counters the spell. And he can potentially do that 3 times per round, every round. He doesn’t mess around with spell slots anymore, he can just casts spells like these as if they were cantrips: animate dead (as an action), detect magic, dispel magic, fly, lightning bolt.
You can do the same thing with your NPC. After his apotheosis he won’t have to “cast true polymorph” anymore, he’ll just be able to change shape into any creature of CR X or lower once per short rest, and you can set X to whatever limit you want. He won’t have an entire list of spells he’s pro’ly never gonna cast and a bunch of spell slots that’ll be a pain in the ass for you to track, he’ll just have the half dozen spells he’ll actually cast in combat and he’ll be able to cast them at will. He won’t have a slew of pages of features, traits, and boons that you’ll have to sift through ad infinitum every round much to your players’ boredom. He’ll instead have a streamlined statblock of special traits that you’ll actually likely use to your players’ excitement. Think about it, you can simultaneously make your own life easier, and make the game more enjoyable for your players too. Think about it.
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Sure you can, true polymorph is just a mechanism for performing a task, which is changing into another form, often with some other specific purpose such as disguise, durability, versatility etc. You don't have to change the name if you don't want to, but the key is to make it easier for yourself to run, because a spell that can turn you into almost any other creature is way too much scope to be worrying about on a monster.
If you're determined that he must have the spell then simply place a limit on it, so now it's true polymorph (max. CR 20). Job done.
Your primary goals on a monster stat-block are to capture the essence of the monster, and make it as simple as possible to run. As DM you can literally do anything you want; the rules exist to constrain the players, not the DM, if you want to place extra limits, do it, if you want to lift a limit, do it. It just needs to stay balanced and fun. 😝
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you dont need any sort of reason, pcs become npcs all the time, and your the dm, if you feel a certian style of stat block is better then the other, then thats your prerogative as dungeon master to do, and if people ask, you can just say "as dungeon master, this better fits the monsters description then what i had before" and if your worried about true poly, just dont have him go over a certian cr because you can choose to do that as dm, or you can write it in his stat block