Medium Undead, Lawful Evil
AC 18 (natural armor)    Initiative +13 (23)
HP 816 (96d8 + 4)
Speed 30 ft.
Mod Save
STR 18 +4 +4
DEX 17 +3 +3
CON 18 +4 +13
Mod Save
INT 22 +6 +15
WIS 24 +7 +16
CHA 14 +2 +2
Skills Arcana +22, History +14, Insight +15, Perception +15
Resistances Cold, Lightning, Necrotic
Immunities Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned
Gear Book of Vile Darkness, Afterthought
Senses Truesight 120 ft, Passive Perception 25
Languages All
CR 30 (XP 155,000; PB +9)
Traits

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

Special Equipment. Vecna carries a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a +2 Dagger.

Undying. If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100 years. Vecna’s new body appears within 100 miles of where he was slain. When the new body is complete, Vecna regains all his hit points and becomes active again.

Undead Calling. If Vecna's Legendary Resistance trait has activated in the last hour, Vecna can call any one undead creature to be his servant, and when the undead creature is summoned and entered into combat, the undead creature is after Vecna in initiative.

Actions

Multiattack. Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Afterthought.

Afterthought. 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.

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 22 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. 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 22 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 zombie at the start of Vecna’s next turn and acts immediately after Vecna in the initiative order. The zombie 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 22):

At will: Animate Dead (as an action), Detect Magic, Dispel Magic, Fly, Lightning Bolt, Mage Hand, Prestidigitation

2/day each: Dimension Door, Invisibility, Scrying (as an action)

1/day each: Dominate Monster, Globe of Invulnerability, Plane Shift (self only)

Bonus Actions

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. If at least one creature takes this damage, Vecna regains 80 hit points.

Corruption (Recharge 6). When used, on the turn of whoever holds the Eye or/and hand of Vecna, Vecna takes full control over the possessor's turn, along with the possessor of the items to take 9 (2d8) necrotic damage.

Reactions

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.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, Vecna can expend a use to take one of the following actions. Vecna regains all expended uses at the start of each of their turns.

At-Will Spell. Vecna casts one of his at-will spells.

Disrupt Life (Costs 3 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.

Donjon Visit (Costs 2 Actions). One Huge or smaller creature that Vecna can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space on the floor of the Demiplanar Donjon. At the end of the target's next turn, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Psychic Projection (Costs 3 Actions). Each creature within 60 feet of Vecna must make a DC 19 Wisdom saving throw, taking 26 (4d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.

Mythic Actions

If Vecna's Legendary Resistance trait has activated in the last hour, it can use the options below as legendary actions.

Necrotic Counterspell. Vecna casts counterspell at will, and the target and all creatures within a 10-foot radius take 10 (3d6) necrotic damage and are prone.

Over Donjon Visit. Three medium-sized creatures that Vecna can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space on the floor of the Demiplanar Donjon. At the end of the target's next turn, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Description

On countless worlds, his name evokes tales of terror and cruelty: Vecna, the Undying King. Vecna, the Whispered One. Vecna, the Lord of the Rotted Tower. But Vecna had humble beginnings on the world of Oerth, where an order of wizards used him as a bootblack and scribe. He spent the better part of his childhood secretly educating himself in his masters’ arts. Once Vecna learned all he could, he massacred the wizards. He then recorded his every foul thought and dream as he started to write his Book of Vile Darkness.

Vecna forged a kingdom on Oerth, but he grew bored with it after several centuries. He started inflicting suffering on other worlds. In this adventure, Vecna has risen to godhood on Oerth, but he seeks to become the most powerful god in existence and bend the multiverse to his will. By the time the characters are involved, Vecna’s master plan is almost complete. He has funneled a significant amount of his energy into weaving his ritual. Therefore, when the characters finally confront Vecna and try to save the multiverse, he is in his archlich form and not his divine form.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

ninxon

Comments

Posts Quoted:
Reply
Clear All Quotes