Small Humanoid (Halfling), Lawful Evil
Armor Class 18 chain mail, shield
Hit Points 45 (6d6 + 12)
Speed 15 ft.
STR
12 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws WIS +5, CHA +6
Skills History +3, Insight +6, Persuasion +2, Religion +3
Damage Resistances Poison
Senses Passive Perception 13
Languages Abyssal, Common, Gnomish, Halfling
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Spellcasting. The Vecna Cleric is a 6-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The Vecna Cleric has the following cleric spells prepared:

1st level (4 slots): bless, faerie fire, guiding bolt, healing word, sleep
Actions

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Channel Divinity: Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 14). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Channel Divinity: Twilight Sanctuary. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-ft. radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

- You grant it 1d6+6 temporary hit points.


- You end one effect on it causing it to be charmed or frightened.
 

 Eyes of Night. As an action, you can share your 300 ft. darkvision with up to 3 willing creatures you can see within 10 ft. of you, lasting for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing. You give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Bonus Actions

Steps of Night. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can do this 3 times, and you regain all expended uses when you finish a long rest.

Description

Spooky cleric order. The members ritualistically remove one of their eyes in honor of their dark god. They would do the hands too, but having two hands is too useful for casting spells.

MorningStar625

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