Medium Swarm of Medium humanoids, Lawful Evil
Armor Class 22 Profane Plate
Hit Points 620 (40d8 + 400)
Speed 30 ft., Fly 30 ft., Swim 30 ft., Climb 30 ft., Burrow 30 ft.
STR
22 (+6)
DEX
18 (+4)
CON
30 (+10)
INT
24 (+7)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws CON +36, INT +30, WIS +27, CHA +26
Skills Arcana +35, History +27, Intimidation +27, Perception +36
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120ft, Passive Perception 23
Languages Abyssal, Common, Infernal, Telepathy 120ft
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If Anstrich fails a saving throw, he can choose to succeed instead.

Profane Regeneration. Anstrich regains 30 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight or taking radiant damage.

Aura of Corruption. Any hostile creature that starts its turn within 60 ft. of Anstrich must succeed on a DC 20 Constitution saving throw or take 21 (6d6) necrotic damage and has disadvantage on attack rolls against Anstrich until the start of its next turn.

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

  • At will: detect magic, mage hand, ray of frost

  • 5/day each: counterspell, fireball, shield

  • 3/day each: finger of death, globe of invulnerability, disintegrate, dominate monster

  • 1/day each: meteor swarm, power word kill, time stop

Actions

 

Multiattack. Anstrich makes three attacks with the Shadowveil Sword.

Shadowveil Sword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 26 (4d8 + 8) slashing damage plus 22 (4d10) necrotic damage. If this attack reduces a creature to 0 hit points, it rises at the start of Anstrich’s next turn as a death knight under his control.

Eye of Vecna (Recharge 5–6). Anstrich targets one creature he can see within 120 feet. The target must succeed on a DC 20 Wisdom saving throw or take 75 (15d10 + 20) psychic damage and is blinded and deafened for 1 minute. On a failed save of 5 or lower, the creature also permanently loses 1d4 points of Wisdom.

Bonus Actions

Mythic Trait: Avatar of the Eye (Recharges after a Long Rest)

If Anstrich is reduced to 0 hit points, he doesn’t die. Instead, the Eye of Vecna reanimates him with 300 hit points. When this happens, he gains the following benefits for the rest of the combat:

  • His Aura of Corruption increases to 120 ft.

  • He becomes immune to all spells of 6th level or lower unless he wishes to be affected.

  • His melee weapon attacks drain 1d6 points of a random ability score (roll d6: 1–Str, 2–Dex, 3–Con, 4–Int, 5–Wis, 6–Cha) on a failed DC 20 saving throw.

Reactions

Eye of Premonition. When a creature Anstrich can see makes an attack roll against him, he can impose disadvantage on the roll as the Eye of Vecna flashes with forbidden foresight.

Deflect the Hand. When a melee attack would hit Anstrich, he can use his reaction to reduce the damage by 20 (1d10 + 15). If the damage is reduced to 0, Anstrich can teleport up to 30 feet to an unoccupied space he can see.

Soul Shatter (Recharge 5–6). When Anstrich is reduced to half his hit points or less, he can unleash a wave of necrotic power. Each creature within 20 feet must succeed on a DC 25 Constitution saving throw or take 36 (8d8) necrotic damage and be frightened until the end of Anstrich’s next turn.

Legendary Actions

Legendary Actions

Anstrich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.

  • Shadowveil Strike. Anstrich makes one sword attack.

  • Profane Burst (Costs 2 Actions). Each creature of his choice within 60 feet must make a DC 20 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much on a success.

  • Profane Gaze (Costs 3 Actions). One creature within 60 feet must succeed on a DC 20 Wisdom saving throw or be frightened and paralyzed until the end of its next turn.

Mythic Actions

(Available only after he uses Avatar of the Eye and enters his mythic phase.)

Corrupt Reality (Costs 2 Actions). Anstrich warps the area in a 30-foot radius around him. Until the start of his next turn, the area becomes difficult terrain, and creatures of Anstrich’s choice that start their turn there take 14 (4d6) psychic damage.

Vecna’s Grasp (Costs 2 Actions). Anstrich targets a creature he can see within 60 feet. The target must succeed on a DC 25 Strength saving throw or be pulled up to 30 feet toward Anstrich and restrained until the end of Anstrich’s next turn.

Unholy Fusion (Costs 3 Actions). The Eye of Vecna pulses with blinding power. Anstrich regains 40 hit points and immediately makes a melee attack with his Shadowsteel Sword.

Final Vision (Costs 3 Actions). Anstrich channels the forbidden sight of Vecna. Each creature of his choice within 60 feet must make a DC 25 Wisdom saving throw, taking 45 (10d8) psychic damage and becoming blinded until the end of their next turn on a failed save, or half damage on a success.

Description

Anstrich, the Eye-Bearer

Anstrich is a warrior-sorcerer marked by both lineage and ambition. The bastard son of Alistair Sharpjaw, he grew up in the shadow of a legacy he could never openly claim, nurturing within himself a corrosive resentment. Scarred in body and spirit, he shaped himself into a relentless survivor, a man who refuses to be forgotten or treated as a mistake of fate.

Throughout his life, he sought power to assert his existence, finding in Vecna not just a god, but a promise of purpose. Convinced he is the true chosen of the Archlich, Anstrich surrendered body and soul to darkness. This devotion culminated when he became the bearer of the Eye of Vecna, an artifact that not only empowered him but also corrupted every fiber of his mind and body. The artifact etched its indelible mark upon his face: half man, half abomination, a living reflection of the union between flesh and necromancy.

To him, power is not merely an obsession — it is reparation. In his twisted view, Elrich stole what was rightfully his: the Hand of Vecna. Thus, Anstrich has carved out his destiny with brutal clarity: to defeat Elrich, tear the profane hand from his corpse, and unite the two divine fragments, becoming Vecna’s ultimate heir.

Arrogant yet driven by a fanatical faith in his own predestination, Anstrich sees himself not as a villain but as an instrument of inevitability. To him, every battle is a rite, every enemy a barrier between himself and the throne that awaits him — whether as a demigod, a lord of forbidden magic, or even Vecna’s new avatar.

His gaze — one eye human, cold as steel, the other, the Eye of the Forgotten God, burning with arcane fever — is the living proof of his lucid madness: the glimmer of a man who knows that only by surrendering fully to damnation will he find redemption.

Lair and Lair Actions

Lair Actions (Felaria Ruins). On initiative count 20 (losing ties), Anstrich can cause one of the following effects:

  1. The ground cracks, releasing necrotic energy. Each creature of his choice within 30 ft. must succeed on a DC 20 Dex save or take 21 (6d6) necrotic damage.

  2. The whispers of Vecna fill the air. Each enemy caster must succeed on a DC 20 Wisdom save or lose concentration on one spell of Anstrich’s choice.

  3. The Eye pulses, distorting reality. Until initiative count 20 on the next round, all attack rolls against Anstrich are made with disadvantage.

Calegari_99

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