Legendary Resistance (4/Day). If Aarakoron Verdus,high lich of Vecna fails a saving throw, it can choose to succeed instead.
Rejuvenation. If destroyed Aarakoron Verdus,high lich of Vecna gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of his phylactery if it is not destroyed.
Spellcasting. Aarakoron Verdus,high lich of Vecna is a spellcaster. Its spellcasting ability is charisma (spell save DC 20, +12 to hit with spell attacks). The Aarakoron Verdus,high lich of Vecna has the following wizard spells:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (10 slots): detect magic, magic missile, shield, thunderwave
2nd level (9 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (8 slots): animate dead, counterspell, dispel magic, fireball
4th level (7 slots): blight, dimension door
5th level (6 slots): cloudkill, scrying
6th level (5 slot): disintegrate, globe of invulnerability
7th level (4 slot): finger of death, plane shift
8th level (3 slot): dominate monster, power word stun
9th level (2 slot): power word kill
Turn Resistance. Aarakoron Verdus,high lich of Vecna has advantage on saving throws against any effect that turns undead.
Special Equipment. Aarakoron Verdus,high lich of Vecna carries a magic dagger named the Dagger of Vecn. In the hands of anyone other than Aarakoron Verdus,high lich of Vecna, The Dagger of Vecna is a +2 Dagger.he also carries the Eye and Hand of Vecna and the book of vile darkness.
Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check.
Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite words from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage.
Properties of the Eye and Hand. you gain the following additional benefits:
- You are immune to disease and poison.
- Using the eye’s X-ray vision never causes you to suffer exhaustion.
- You experience premonitions of danger and, unless you are incapacitated, can’t be surprised.
- If you start your turn with at least 1 hit point, you regain 1d10 hit points.
- If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.
- You can use an action to cast wish. This property can’t be used again until 30 days have passed.
Properties of the Hand. you gain the following benefits:
- Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit.
- The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn.
Properties of the eye. you gain the following benefits:
- You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
- The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn.
Paralyzing Touch. Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 10 (3d6) 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.
Dagger of Vecna. 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 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 can’t regain hit points.
Spellcasting. Aarakoron Verdus,high lich of Vecna is a spellcaster. Its spellcasting ability is charisma (spell save DC 20, +12 to hit with spell attacks). The Aarakoron Verdus,high lich of Vecna has the following wizard spells:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (10 slots): detect magic, magic missile, shield, thunderwave
2nd level (9 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (8 slots): animate dead, counterspell, dispel magic, fireball
4th level (7 slots): blight, dimension door
5th level (6 slots): cloudkill, scrying
6th level (5 slot): disintegrate, globe of invulnerability
7th level (4 slot): finger of death, plane shift
8th level (3 slot): dominate monster, power word stun
9th level (2 slot): power word kill
Dagger of Vecna. 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 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 can’t regain hit points.
Spellcasting. Aarakoron Verdus,high lich of Vecna is a spellcaster. Its spellcasting ability is charisma (spell save DC 20, +12 to hit with spell attacks). The Aarakoron Verdus,high lich of Vecna has the following wizard spells:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (10 slots): detect magic, magic missile, shield, thunderwave
2nd level (9 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (8 slots): animate dead, counterspell, dispel magic, fireball
4th level (7 slots): blight, dimension door
5th level (6 slots): cloudkill, scrying
6th level (5 slot): disintegrate, globe of invulnerability
7th level (4 slot): finger of death, plane shift
8th level (3 slot): dominate monster, power word stun
9th level (2 slot): power word kill
Aarakoron Verdus,high lich of Vecna can take up to three reactions per round but only one per turn.
Dread Counterspell. Aarakoron Verdus,high lich of 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, Aarakoron Verdus,high lich of 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.
Aarakoron Verdus,high lich 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. Aarakoron Verdus,high lich regains spent legendary actions at the start of its turn.
Cantrip. casts a cantrip.
Savage attack. Aarakoron Verdus,high lich of Vecna uses his Paralyzing Touch or dagger of Vecna.
Spellcasting (Costs 2 Actions). Aarakoron Verdus,high lich of Vecna is a spellcaster. Its spellcasting ability is charisma (spell save DC 20, +12 to hit with spell attacks). The Aarakoron Verdus,high lich of Vecna has the following wizard spells:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (10 slots): detect magic, magic missile, shield, thunderwave
2nd level (9 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (8 slots): animate dead, counterspell, dispel magic, fireball
Frightening Gaze (Costs 2 Actions). Aarakoron Verdus,high lich of Vecna fixes his gaze on one creature he can see within 10 feet of him. 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 Aarakoron Verdus,high lich of Vecna’s gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Aarakoron Verdus,high lich of Vecna must make a DC 18 Constitution saving throw against this magic, taking 50 (10d10) necrotic damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Aarakoron Verdus,high lich of Vecna‘s Lair
Everything about Aarakoron Verdus,high lich of Vecna lair reflects his keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb Aarakoron Verdus,high lich of Vecna’s work.
A mighty black fortress cut of obsidian in the side of mountain filled with horrors undead and beasts.
Aarakoron Verdus,high lich of Vecna encountered in his lair has a challenge rating of 25.
Lair Actions
On initiative count 20 (losing initiative ties), Aarakoron Verdus,high lich of Vecna can take a lair action to cause one of the following magical effects; Aarakoron Verdus,high lich of Vecna can’t use the same effect two rounds in a row:
- Aarakoron Verdus,high lich of Vecna rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- Aarakoron Verdus,high lich of Vecna targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
- Aarakoron Verdus,high lich of Vecna calls forth the spirits of creatures that died in his lair. These apparitions materialize and attack one creature that Aarakoron Verdus,high lichof Vecna can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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