Medium Undead (Wizard), Neutral Evil
Armor Class 25 (natural armor)
Hit Points 272 (30d20 + 270)
Speed 30 ft.
STR
19 (+4)
DEX
21 (+5)
CON
25 (+7)
INT
30 (+10)
WIS
30 (+10)
CHA
28 (+9)
Saving Throws CON +15, INT +18, WIS +18
Skills Arcana +22, History +14, Insight +15, Perception +15
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 30
Languages All, Telepathy (Up to 60 feet)
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

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.

Spectral Replacements. Vecna's missing eye and hand have been replaced by spectral counterparts, infused with dark magic and bound to his essence. These replacements not only restore Vecna's physical form but also enhance his power.

  • Spectral Eye: Grants Vecna advantage on Wisdom (Perception) checks and allows him to see through magical darkness. Vecna can cast spells through the eye with increased accuracy and potency, adding +2 to the spell attack bonus and save DC.
  • Spectral Hand: Vecna's spectral hand can grasp objects or creatures within 30 feet with a bonus action. On a successful grapple, the target takes 1d8 necrotic damage and is restrained until the hand is destroyed or releases them. Additionally, Vecna can cast spells through the hand with increased accuracy and potency, adding +2 to the spell attack bonus and save DC.

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.

Ghostly Grasp. The spectral hand can reach through solid objects and grab onto creatures or objects within 30 feet. On a successful attack roll (1d20 + proficiency bonus + spellcasting modifier), the target takes 2d6 necrotic damage and is grappled until the hand is destroyed or releases them.

Draining TouchOn a successful hit, the target takes 1d8 necrotic damage, and Vecna regains hit points equal to half the damage dealt.

Withering Gaze. The eye emits a dark, necrotic energy, targeting a creature within 60 feet. The target must make a Constitution saving throw (DC 15). On a failed save, the target takes 2d10 necrotic damage, and its maximum hit points are reduced by the amount of damage dealt. This reduction lasts until the target finishes a long rest.

Cursed Vision. The eye curses a creature within 30 feet, causing disadvantage on attack rolls and saving throws until the curse is lifted (remove curse spell or similar).

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 frightened creature 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.

Vecna is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Vecna has the following wizard spells prepared:

1st level (at will): detect magic, magic missile, shield
3rd level (at will): fireball, fly, counterspell, animate dead
5th level (6 slots): cloudkill, scrying, cone of cold
7th level (4 slots): plane shift, power word pain
8th level (4 slots): maddening darkness, dominate monster
9th level (3 slots): power word kill, time stop
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.

Change Shape. Vecna magically transforms into any Humanoid or Beast, while retaining his game statistics (other than his size). This transformation ends if the Vecna is reduced to 0 hit points or if he uses a bonus action to end it.

 

 

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.

Legendary Actions

Vecna 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. Vecna regains spent legendary actions at the start of his turn.

Attack. Venca makes two attacks with his Flight of the Damned or one attack with Afterthought.

Consume Magic (Costs 2 Actions). Vecna targets a creature within 120 feet of him who is concentrating on a spell. The target must succeed on a DC 26 Constitution saving throw or its concentration is broken on the spell, and Vecna gains 5 temporary hit points per level of that spell.

Maddening Secrets (Costs 3 Actions). Vecna whispers an arcane secret into the mind of a creature he can see within 60 feet of him. The target must succeed on a DC 26 Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 [roll]4d12[/roll] force damage to each creature within 30 feet of it. A creature that fails the saving throw but can’t expend a spell slot is instead stunned until the end of its next turn.

Description

On countless worlds, his name evokes tales of terror and cruelty. Vecna the Undying King. Vecna the Whispered One. Vecna the Lord of the Rotted Tower. Over more than a hundred thousand years, incandescent hatred carried him from the humblest of origins to a conqueror’s throne, then to the realms that lie beyond life and death, and finally to godhood. Many have suffered his terrible wrath, but few can recount how a lowly scribe left an aeon-deep scar on the multiverse before ascending beyond the material altogether. Only a few fragments of Vecna’s story have ever been unearthed.

It is said that Vecna was born into a lowly caste on the world of Oerth, son of a hedge witch and a father he never knew. An order of wizards exiled Vecna’s mother into the wastes for practicing the forbidden art of necromancy. The order bound her orphaned son into servitude and employed him as first a bootblack, then a scribe. Vecna spent the better part of his childhood secretly educating himself in his masters’ arts, stealing into their library of magical treatises each night after midnight. It was during these intense study sessions that he first heard a soothing voice in his head, a whisper from another world that promised him revenge if he would only yield to the hatred that was festering in his heart. Once Vecna learned all he could from his masters and their books, he massacred them. On that very night, the voice urged him to record his every foul thought and dream, and he started to pen his Book of Vile Darkness.

According to legend, Vecna went on to forge a kingdom in the world of Greyhawk. He ruled for several centuries from an obsidian tower that rose from the bottom of the black waters of the Nyr Dyv to stretch far above its surface. During this era, at the urging of the voice, Vecna conquered vast realms and swept great cities beneath earth and rock. Generations later, when his physical form finally started to succumb to the ravages of time, Vecna’s festering hatred would not permit him to perish. He called upon the forbidden arts of necromancy to transform himself into a lich, a frightful being beyond the reach of death.

At some point, Vecna grew bored with his kingdom on Oerth and started visiting his evil on other worlds, still driven by the mysterious voice and his unquenchable hatred for all things true and pure. For a time, he is said to have inhabited a palace known as the Citadel of Cavitius, located in a vast field of ash somewhere near the border between the Planes of Earth and Fire.

Eventually, a fallen paladin known as Kas the Bloody-Handed rose through the ranks of Vecna’s vile minions to become the archlich’s personal guard and regent over many of the kingdoms and cults Vecna established across the multiverse. As a symbol of Kas’s authority, Vecna forged him a terrifying weapon, the blade now known as the Sword of Kas. Later, Kas turned on Vecna and used the sword to sever the archlich’s hand and put out his eye. No one knows why Kas betrayed Vecna. Some believe the mysterious voice that spoke to Vecna for eons grew to fear the archlich and began whispering to Kas instead.

After their clash, Kas and Vecna disappeared for ages. The former later emerged as the ruler of the wasteland domain of Tovag in the Shadowfell. The latter spent several centuries hopping from world to world, questing for his severed hand and eye. More recently, Vecna decamped to the Outer Planes, where he grew so powerful that he became a god. He has many ardent worshipers, all hungry for a taste of his immense power.

The accompanying stat block depicts Vecna in his archlich form prior to Kas’s betrayal. Because Vecna is said to have mastered magic allowing him to travel through time, he can appear in this form even on worlds where his severed hand and eye are already known artifacts.

THE BOOK OF VILE DARKNESS

While Vecna always carries the Book of Vile Darkness on his person—in fact, he fashioned his lich form to encompass the Book—he typically has no need to call upon its foul magic in battle. If the DM wishes to run a more challenging (and more complex) encounter, Vecna may call upon any of the book’s abilities as appropriate.

Lair and Lair Actions

Vecna's Rotted Tower Lair:

Vecna's Rotted Tower rises ominously from the desolate landscape, its dark spires reaching towards the sky like skeletal fingers grasping for power. The air is thick with the stench of decay, and the ground surrounding the tower is littered with bones and remnants of failed adventurers who dared to challenge the archlich.

Lair Actions:

1. On initiative count 20 (losing initiative ties), Vecna takes a lair action to summon forth the spirits of the fallen. Spectral apparitions rise from the ground, attacking any creatures within 60 feet of Vecna. Each creature must succeed on a DC 20 Wisdom saving throw or take 4d10 necrotic damage and become frightened for 1 minute.

2. Vecna conjures a swirling vortex of darkness, shrouding the area in a 30-foot radius around him. This darkness heavily obscures the area, and creatures within it have disadvantage on Wisdom (Perception) checks that rely on sight. The darkness lasts until initiative count 20 on the next round.

Regional Effects:

1. The land surrounding the Rotted Tower is cursed, causing plants to wither and die, and animals to become twisted and monstrous. Any creatures within 1 mile of the tower must succeed on a DC 18 Constitution saving throw or suffer one level of exhaustion.

2. Vecna's malevolent presence warps reality, causing time to behave erratically within a 6-mile radius of his lair. Days stretch into weeks, and minutes pass like hours. Travelers may find themselves lost in time, unsure of how long they have been wandering the desolate landscape.

 

 

Citadel of Cavitius Lair (Elemental Plane of Magma):

The Citadel of Cavitius stands as a bastion of darkness amidst the sea of molten rock and fire that surrounds it. Built from obsidian and infused with dark magic, the citadel radiates an aura of dread that can be felt for miles around. Rivers of lava flow through the landscape, casting an eerie glow on the towering walls of the fortress.

Lair Actions:

1. On initiative count 20 (losing initiative ties), Vecna takes a lair action to manipulate the fiery environment to his advantage. He can cause eruptions of lava to burst forth from the ground, creating difficult terrain in a 20-foot radius around him. Any creatures caught in the area must succeed on a DC 22 Dexterity saving throw or take 6d10 fire damage.

2. Vecna taps into the elemental energies of the plane, summoning forth fire elementals to aid him in battle. He can summon 1d4 fire elementals to appear within 60 feet of him. These elementals remain under Vecna's control for 1 minute or until they are destroyed.

Regional Effects:

1. The intense heat of the Elemental Plane of Magma extends for miles around the Citadel of Cavitius, causing the very air to shimmer with waves of heat. Any creatures within 1 mile of the citadel suffer from extreme heat, requiring them to make a DC 15 Constitution saving throw or suffer 1d10 fire damage at the start of each of their turns.

2. The landscape surrounding the citadel is constantly shifting and changing, with rivers of lava carving new paths through the rocky terrain. Travelers must navigate carefully to avoid being swept away by the fiery currents.

Previous Versions

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Monster Tags: undead

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