Large Undead, Neutral Evil
Armor Class 23 (Natural Armor)
Hit Points 1284 (88d20 + 400)
Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
21 (+5)
INT
25 (+7)
WIS
21 (+5)
CHA
22 (+6)
Saving Throws CON +14, INT +16, WIS +14, CHA +15
Skills Arcana +17, Deception +11, History +13, Perception +11
Damage Resistances Cold, Psychic
Damage Immunities Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120ft, Passive Perception 21
Languages All, Telepathy 60ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Limited Magic Immunity. Vecna can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.

Unusual Nature. Vecna doesn’t need air, food, drink, or sleep.

Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead.

Spellcasting. Vecna is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Vecna has the following wizard spells prepared:

Cantrips (at will):  Toll the Dead, Mage Hand, Mind Sliver, Prestidigitation, Shocking Grasp

1st level (6 slots): Burning Hands, Detect Magic, Magic Missle, Shield, Sleep, Thunderwave

2nd level (6 slots): Blindness/Deafness, Cloud of Daggers, Darkness, Crown of Madness, Earthbind, Hold Person 

3rd level (6 slots): Bestow Curse, Fireball, Lightning Bolt, Counterspell, Dispel Magic, Slow, Summon Undead

4th level (6 slots): Banishment, Blight, Polymorph, Stone Shape, Wall of Fire, Vitriolic Sphere

5th level (6 slots): Cone of Cold, Dominate Person, Hold Monster, Negative Energy Flood, Telekinesis, Wall of Force 

6th level (4 slot): Circle of Death, Chain Lightning, Soul Cage, Wall of Ice

7th level (3 slot): Finger of Death, Prismatic Spray, Power Word Pain

8th level (2 slot): Feeblemind, Maddening Darkness

9th level (2 slot): Power Word Kill, Meteor Swarm

Actions

Hand of Death. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (6d6) cold damage. The target must succeed on a DC 20 Constitution saving throw or be petrified 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.

Bonus Actions

Warp. Vecna teleports along with any equipment he is wearing or carrying, up to 60 ft to an unoccupied space he can see.

Reactions

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.

Alteration (1/day). Vecna's mastery over magic allows him to alter the very essence of another creature's spell. When he sees a damage dealing spell, he can change the damage type of that spell to a different one.

Legendary Actions

Vecna can take 5 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.

Cantrip. Vecna uses a cantrip.

Warp. Vecna uses Warp.

Spell (Costs 2 Actions). Vecna casts a spell.

Book of Vile Darkness (Costs 3 Actions). Vecna draws from the Book of Vile Darkness embedded in his chest to evoke one of the following abilities. Once an ability is used it cannot be used again until the next day.

Deathy Chill: Vecna blasts an area in a 20ft radius that he can see with a horrible cold. Creatures within the area of effect must make a DC 19 Constitution saving throw, taking 54 (8d12) cold damage and being petrified on a failed saving throw, and taking half as much damage and not being petrified on a successful saving throw.

Call of the Damned: Vecna summons 1d4 undead of CR 7 or less to aid him in battle.

Tormented Screams: Vecna calls forth the spirits of the damned to unleash their agony. Anyone that can hear their wails must make a DC 19 Intelligence saving throw, taking 36 (8d8) psychic damage and being stunned on a failed saving throw, or taking half as much damage and not being stunned on a successful saving throw.

Thaumaturgic Rejuvination: Vecna regains an expended 9th level spell slot. 

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), Vecna takes a lair action to cause one of the following effects; Vecna can’t use the same effect two rounds in a row:

  • Negative energy fills the lair and a black mist slithers across the ground, the walking speed of all creatures besides undead is halved for 1 minute.
  • Vecna calls the spirits of the damned to restrain his enemies, any creatures of Vecna's choice within the domain must make a DC 17 Strength saving throw or be restrained by the spirits. On their turn a creature can repat the saving throw to escape, taking 18 (4d8) psychic damage on the beginning of their turn until they do. 
  • Vecna siphons from the spirits of the damned to regenerate 1d6 x 10 hit points. 

Regional Effects

The region containing Vecna’s lair is altered by his malevolent magic, which creates one or more of the following effects:

  • All plants and trees die and no more can be grown, even by magical means.
  • Vast arcane storms permanently form over the region, any creatures that casts a spell must roll on a d100. On a roll of 75 or higher a bolt of lightning is attracted to the creature. The creature must make a DC 18 Dexterity saving throw, taking 35 (10d6) lightning damage on a failed saving throw, or half as much on a successful saving throw.
  • Any creatures buried in the region all becomes revenants after 1d12 days.

If Vecna is vanquished, these effects fade over the course of 10d100 days.

Previous Versions

Name Date Modified Views Adds Version Actions
11/3/2024 6:33:26 AM
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5
1.0
Coming Soon
KainTheBlackWinter

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