Grim Harvest (1/Turn). When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.
Regeneration. At the start of each of the Whispered Mind's turn, it regains 10 hit points provided it has not taken radiant damage since the end of its last turn and has at least 1 hit point.
Power of Death. The Whispered Mind has mastery over death.
For it, immunity to necrotic damage counts as resistance. In addition, when it dies, it returns to life 24 hours later. If its body is destroyed, its body reforms within 1 mile of where it died 12 hours later. Only a wish spell can force its spirit from its body permanently.
Special Equipment. The Whispered Mind has the tome of the stilled tongue
Spellcasting. The Whispered Mind is a 13-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +9 to hit with spell attacks). The Whispered Mind has following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, mending
1st level (4 slots): false life, shield
2nd level (3 slots): ray of enfeeblement, blindness/deafness, web
3rd level (3 slots): slow, animate dead, bestow curse, counterspell
4th level (3 slots): blight, dimension door, banishment, gravity sinkhole
5th level (2 slots): arcane hand
6th level (1 slot): circle of death, eyebite
7th level (1 slot): teleport, plane shift
Withering Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) necrotic damage.
The Whispered Mind can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Whispered Mind regains spent legendary actions at the start of its turn.
Cast a Spell(1-3). The Whispered Mind casts a spell, spending one action per level of the spell (minimum of one).
Move. The Whispered Mind moves up to its speed without provoking attacks of opportunity.
Description
The Heralds of Whispers were once a group of half-elven adventures, but where tempted by Vecna before his ascension with promises of power and eternal life. Now ascended to god hood, Vecna upheld his end of the bargain. The Heralds are now un-aging agents of Vecna, loyal And unrelenting. While just echoes of the people they used to be, the Heralds still retain traces of the personality they once had.
Althaea was almost the most studious of the group, and now acts as their knowledge keeper and leader. Her plans are long, winding, and layered with secrets. Currently, Vecna plans to break down the barriers between plans to circumvent the divine gate, and Althaea follows his commands with obedience. The Heralds are opening portals across the material plane, allowing monsters to escape and crawl through. While adventurers are busy dealing with these beasts, the portals continue to grow and expand.
Tactics: The Whispered Mind is not interested in combat. As long as it is not taking more damage than it can heal, it does not pay attention to assailants. When it takes more damage than it can heal, it gets as far away as it can and continues what it is doing. Only when it cannot heal nor escape does it attack, in which case it prefers to render its foes inert, rather than attack them. When fighting mages, it will attempt to get 65 feet or more away from them and use slow to prevent possible counterspells. If there is more than one mage and they are not within range of each other, it will try and use gravity sinkhole to pull them towards one another then use its legendary actions to cast slow
It always saves a 7th level spell slot and its tome of the stilted tongue feature to cast teleport as a bonus action if it absolutely needs to escape.
Previous Versions
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Coming Soon
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