Dark Devotion. The voice has advantage on saving throws against being incapacitated or petrified.
Disciple of Vecna. The voice has advantage on Charisma (Deception) made to lie and Wisdom (Insight) checks to determine whether someone is lying to it. Additionally, the voice is immune to the detect thoughts spell and other magical effects that would read its mind. Any attempt to cast a spell with these effects automatically fails and the caster takes 7 (2d6) psychic damage.
Magic Resistance. The voice has advantage on saving throws against spells and other magical effects.
Intellectual Defense. The AC of the voice includes its Intelligence bonus.
Legendary Resistance (2/Day). If the voice fails a saving throw, it can choose to succeed instead.
Undead Bastion. Any allied Undead that starts its turn within 30 feet of the voice regains 6 hit points and has advantage on saving throws against effects that Turn Undead.
Multiattack. The voice uses Word of Vecna, if available, and makes two Bolt of Death attacks. Alternatively, it makes one Dagger attack and uses Spellcasting.
Arcane Blast. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 26 (4d10 + 6) force damage and the target must succeed on a DC 20 Constitution saving throw or be knocked prone and have its speed reduced by 10 feet until the start of its next turn.
Bolt of Death. Melee or Ranged Spell Attack: +12 to hit, range 60 ft., one creature. Hit: 27 (6d6 + 6) necrotic damage.
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (3d4) necrotic damage.
Necrotic Burst. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d12 + 2) necrotic damage.
Vision of Vecna. The voice gives itself Darkvision for 8 hours.
Word of Vecna (Recharge 6). The voice whispers a damning word. Any hostile creature within 20 feet of the voice that can hear it must make a DC 20 Constitution saving throw or take 42 (4d8 + 24) necrotic damage. A Humanoid killed by this effect rises at the start of the voice's next turn as zombie under the voice's control. The zombie takes its turn immediately after the voice and lasts until it or the voice dies.
Spellcasting. The voice casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):
At will: detect magic, disguise self, light, mage hand, prestidigitation, sleep
3/day each: cause fear, comprehend languages, detect thoughts, fog cloud, tasha's mind whip, wither and bloom
2/day each: banishment, confusion, dispel magic, dimension door, nondetection, slow
1/day each: circle of death, dominate person, disintegrate, eyebite, geas, power word kill
Summon Undead (3/Day). The voice magically summons five skeletons or zombies. The summoned creatures appear in unoccupied spaces within 60 feet of the voice, whom they obey. They take their turns immediately after the voice. Each lasts for 1 hour, until it or the voice dies, or until the voice dismisses them as a bonus action.
The voice can take two reactions per round but only one per turn.
Enervating Counterspell (Recharge 4-6). The voice attempts to interrupt a creature it 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, the voice 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 7 (7d6) necrotic damage if the spell fails.
Grim Harvest. Whenever the voice kills a creature that is neither a Construct nor Undead, it regains 6 hit points, or 12 hit points if it kills the creature with necrotic damage.
Description
The Voice of Vecna is the highest position within the cult's hierarchy, short of Vecna himself. There is only one who can claim to be the Voice, and that is Vecna’s chosen representative.
Previous Versions
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3/13/2023 7:25:30 PM
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3/14/2023 6:22:45 PM
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3/14/2023 6:58:23 PM
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23
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8/11/2023 9:15:34 PM
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36
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8/29/2023 1:33:38 AM
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42
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4/13/2024 10:49:31 PM
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50
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2
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