Equipment. The aspect has the Eye and Hand of Vecna and the Tome of the Stilled Tongue.
Eye of Vecna. The Eye of Vecna has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The aspect can also use these spells with spell slots, as if they had them prepared, but they do not count against its number of prepared spells.
Hand of Vecna. The Hand of Vecna has 8 charges and regains 1d4 + 4 expended charges daily at dawn. The aspect can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and teleport (3 charges). The aspect can also use these spells with spell slots, as if they had them prepared, but they do not count against its number of prepared spells.
Legendary Resistance (3/Day). If the aspect fails a saving throw, it can choose to succeed instead.
One-Eyed. If the Eye of Vecna is removed from its body, the aspect disadvantage on any attack roll made against a target more than 30 feet away.
Premonitions. The aspect experiences premonitions of danger and, unless it is incapacitated, can't be surprised. This effect is removed if the Eye of Vecna or the Hand of Vecna is removed from its body.
Regeneration. If the aspect starts its turn with at least 1 hit point, it regains 1d10 hit points. This effect is removed if the Eye of Vecna or the Hand of Vecna is removed from its body.
Rejuvenation. If it has a phylactery, a destroyed aspect gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The aspect is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). The aspect has the following wizard spells prepared:
Cantrips (at will): chill touch, fire bolt, mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, mirror image, suggestion
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): banishment, blight, dimension door, greater invisibility, polymorph
5th level (3 slots): cloudkill, dream, scrying
6th level (2 slot): circle of death, disintegrate, globe of invulnerability
7th level (2 slot): finger of death, forcecage plane shift
8th level (1 slot): dominate monster, feeblemind, power word stun
9th level (1 slot): power word kill
Turn Immunity. The aspect is immune to any effect that turns undead.
Undead Thralls. When the aspect casts animate dead, it can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Additionally, whenever creating an undead being using a necromancy spell, it has its hit point maximum increased by 20 points, and it adds +9 to its weapon damage rolls.
Unknowable Secrets. Any attempt to form a mental link with or scry upon the aspect that the aspect does not initiate or to which the aspect does not overtly consent instantly fails, and the creature that initiated the attempt takes 6d6 psychic damage.
Command Undead. The aspect can use magic to bring undead under its control, even those created by other wizards. As an action, it can choose one undead that it can see within 60 feet. That creature must make a DC 27 Charisma saving throw. If it succeeds, the aspect can't use this feature on it again. If it fails, it becomes friendly to the aspect and obeys its commands until the aspect uses this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Paralyzing Touch. Melee Spell Attack: +19 to hit, reach 5 ft., one creature. Hit: 19 (3d6 + 2d8) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Touch of Vecna. Melee Spell Attack: +19 to hit, reach 5 ft., one creature. Hit: The target must succeed on a DC 18 Constitution saving throw or drop go 0 hit points as its bones turn to jelly, provided it has a skeleton.
Vision of Vecna. The aspect can see into and through solid matter. Solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. The aspect can end this vision as a bonus action.
Wish (1/30 Days). The aspect uses its action to cast wish.
Stilled Tongue (1/Day). The aspect can use a bonus action to cast a spell, without expending a spell slot or using any verbal or somatic components.
The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn.
Cantrip. The aspect casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The aspect uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The aspect fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the aspect's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the aspect must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
This avatar of Vecna, the Whispered One, comes into being when a single body is overcome by the effects of his eye and hand, as well as in possession of the Tome of the Stilled Tongue. Once a wizard, Vecna ascended to godhood and became the undead god of secrets and necromancy.
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Posted Feb 17, 2025So I'm playing Vecna: Eve of Ruin, and my friend managed to animate a zombie Aspect of Tiamat and Aspect of Bahamut. My DM has yet to find anything that can challenge him.
This should do the trick, with a bit of an HP increase.