Antimagic Aura. Unless he wishes to be affected, Vecna is immune to spells of 3rd level or lower. He has advantage on saving throws against all other spells and magical effects.
Legendary Resistance (3/Day). If Vecna fails a saving throw, he can choose to succeed instead.
Old Wounds. Attacks against Vecna made with the Sword of Kas ignore his damage immunities.
Special Equipment. Vecna wears a Ring of Telekinesis and carries a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a +3 Dagger.
The Archlich. Undead creatures have disadvantage on saving throws and attack rolls against Vecna.
Will to Unlive (Recharges after a Long Rest). If Vecna would be reduced to 0 hit points, his current hit point total instead resets to 300 hit points, and he regains any expended uses of Legendary Resistance. Additionally, Vecna can now use the options in the "Mythic Actions" section for 1 hour.
Multiattack. Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Afterthought.
Afterthought. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 8) 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 must make a DC 20 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target cannot regain hit points.
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 27 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and has the frightened condition for 1 minute. On a successful save, the creature takes half as much damage only. 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 27 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 wight at the start of Vecna’s next turn and acts immediately after Vecna in the initiative order. The wight is under Vecna’s control.
Spellcasting. Vecna casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 27):
At will: Animate Dead (as an action), Detect Magic, Dispel Magic, Knock, Lightning Bolt, Mage Hand, Prestidigitation
3/day each: Blight, Dimension Door, Fireball, Ice Storm, Invisibility, Phantasmal Killer
2/day each: Disintegrate, Globe of Invulnerability, Plane Shift (self only), Power Word Pain, Scrying (as an action)
1/day each: Demiplane, Dominate Monster, Gate, Maze, Meteor Swarm, Power Word Kill
Hateful Dreadbolt. Vecna fires four beams of crackling energy towards one or multiple creatures within sight. On a hit (+19), the target takes 6 (1d12) force damage per beam.
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 on a failed DC 20 Wisdom saving throw. Vecna regains 10 hit points for every creature that takes this damage.
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 plus the spell’s level). On a successful check, 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.
Vecna can take 3 legendary actions, choosing from the options below. He can take only one legendary action at a time and only at the end of another creature’s turn. Vecna regains spent legendary actions at the start of his turn.
At-Will Spell. Vecna casts one of his at-will spells.
Disrupt Life (Costs 2 Actions). Each creature within 20 feet of Vecna must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.
If Vecna's Will to Unlive trait has activated in the last hour, he can use the options below as legendary actions.
Cast a Spell. Vecna uses Spellcasting.
Hurl Through Baator (Costs 2 Actions). Vecna targets a creature within 15 feet. The creature must succeed on a DC 25 Charisma saving throw or take 44 (8d10) psychic damage and be banished to one of the layers of the Nine Hells of Vecna's choice. At the start of Vecna's next turn, the creature reappears in an unoccupied space within 20 feet of Vecna. A Humanoid killed by this ability reincarnates as a lemure at the start of its next turn and remains in the Nine Hells.
Power Over Time (Costs 3 Actions; Recharge 5–6). Vecna casts Time Stop.
Description
On countless worlds, his name evokes tales of terror and cruelty: the Whispered One, the Undying King, the Archlich. 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, originally on the Quasi-Elemental Plane of Ash near the border to the Negative Energy plane.
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.
VECNA, THE ASCENDED
The accompanying stat block depicts Vecna in his lich-god form. The origins of Vecna's ascension to divinity was considered a great secret, fitting for the god that obsessed over them. One of the most outlandish, though widely believed, theories stated that Vecna's assault on Sigil granted him the will to restructure the multiverse as he saw fit.
Lair and Lair Actions
Vecna's primary lair is in the Citadel of Cavitius, which is in the Domains of Dread. Physically, the citadel resembles an enormous human skull, a slightly lighter gray shade than the surrounding ash of the plane. The cold and dark streets of the city inside the skull are roamed by Undead.
Vecna makes his second lair in a hidden tower called Entropis, found within the plane of Pandemonium. A jagged monolith of obsidian black that exudes ancient hatred, encircled by dozens of dark, winged beasts that watch over the dreary skies.
Lair Actions
On initiative count 20 (losing initiative ties), Vecna can take one of the following lair actions; he cannot take the same lair action two rounds in a row:
Cancellation. Vecna chooses an active spell of 5th level or lower that he is aware of in the lair and ends the spell.
Grasp of the Dead. Vecna causes ghostly claws to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Vecna releases them (no action required).
Undead Servants. Vecna causes up to six corpses within the lair to rise as skeletons or ghasts. These Undead obey his telepathic commands, which can reach anywhere in the lair.
Regional Effects
The region containing Vecna’s lair is warped by his magic, creating one or more of the following effects:
Empty Winter. The air within 6 miles of the lair is freezing, and chilly ash fog lightly obscures the land.
Locate Creatures. Vecna is aware of any new arrival. As an action, Vecna can locate any one creature in his lair. Visitors to the lair feel as though they are being watched, even when they are not.
Negative Energy. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 15 Constitution saving throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect.
Realm of Secrets. Within 6 miles of the lair, all Charisma (Persuasion) and Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Performance) checks have advantage.
Undead Beasts. Dead Beasts periodically animate as Undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
If Vecna dies, these effects fade over the course of 13 (2d12) days.
Cultists of Vecna
The Whispered One grants his rank-and-file cultists the Undying Soul trait, and his cult leaders can gain the Aura of Death trait.
Undying Soul (Recharges after a Long Rest). If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point.
Aura of Death. This creature emanates a deathly aura that extends 30 feet in every direction from its space while it is not incapacitated. The aura is blocked by total cover. While in the aura, the creature and any friendly Undead are immune to the frightened condition and have resistance to radiant damage. Enemies have disadvantage on death saving throws while in the aura.
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