Legendary Resistance (3/Day). If Aren fails a saving throw, he can choose to succeed instead.
Magic Resistance. Aren has advantage on saving throws against spells and other magical effects.
Pact-Bound Brute. Aren’s pact with Vecna has twisted his body into a vessel of violent power. Aren uses Charisma for the attack and damage rolls of his pact weapon. In addition, Aren has advantage on Strength (Athletics) checks made to shove, grapple, or resist being moved.
Foreign Minds. Creatures not native to Thornvale have advantage on saving throws against Aren’s spells and magical effects that would charm them, dominate them, alter their memories, or read their thoughts. Aren is aware when this advantage applies.
Jealous of the Golden Child. When Aren takes damage from a spell cast by Horace, or when Horace succeeds on a saving throw against one of Aren’s effects, Aren gains advantage on the next attack roll he makes before the end of his next turn.
Vecna’s Whisper. When a creature fails a saving throw against one of Aren’s spells or magical effects, Aren learns one surface-level fear, guilt, desire, or secret from that creature. The DM chooses what Aren learns. This trait cannot reveal information from a creature not native to Thornvale unless that creature fails the save by 5 or more.
Crownspire Foresight. Aren adds his proficiency bonus to initiative rolls. In addition, Aren cannot be surprised while he is conscious.
Crownspire Wards. While Aren is inside Crownspire and at least one Sable Anchor remains active, he gains a +2 bonus to all saving throws.
Spellcasting. Aren is an 18th-level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He requires no material components for his warlock spells.
At will: detect magic, disguise self, eldritch blast, mage hand, minor illusion, prestidigitation
3/day each: counterspell, dispel magic, dimension door, fear, hold monster, modify memory, synaptic static
1/day each: dominate person, finger of death, forcecage, mass suggestion, plane shift, power word stun, scrying
Multiattack. Aren makes two Crownbreaker Maul attacks, or he makes one Crownbreaker Maul attack and uses Eldritch Blast.
Crownbreaker Maul. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 22 (5d8) necrotic damage. If the target is cursed by Aren’s Hex of Ruin, the attack deals an additional 6 necrotic damage.
Eldritch Blast. Ranged Spell Attack: +12 to hit, range 120 ft., one target per beam. Aren fires four beams. Hit: 11 (1d10 + 6) force damage plus 4 (1d8) necrotic damage per beam.
Crushing Edict (Recharge 5–6). Aren slams his pact weapon into the ground, releasing a wave of necrotic force. Each creature of Aren’s choice within 20 feet of him must make a DC 20 Strength saving throw. On a failed save, a creature takes 45 (10d8) necrotic damage, is knocked prone, and is pushed up to 20 feet away from Aren. On a successful save, a creature takes half damage and is not knocked prone or pushed.
Chains of the Crown (Recharge 5–6). Aren targets up to three creatures he can see within 90 feet. Each target must make a DC 20 Strength saving throw. On a failed save, a target takes 27 (5d10) necrotic damage and is restrained by spectral chains for 1 minute. On a successful save, a target takes half damage and is not restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Kneel Before Wyrmwick (1/Day). Aren chooses up to five creatures he can see within 60 feet. Each target must make a DC 20 Wisdom saving throw. On a failed save, a creature falls prone and is frightened of Aren for 1 minute. While frightened in this way, the creature’s speed is reduced to 0. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures not native to Thornvale have advantage on this saving throw.
Unmake Witness (1/Day). Aren targets one creature he can see within 60 feet. The target must make a DC 20 Constitution saving throw, taking 70 (20d6) necrotic damage on a failed save, or half as much on a successful one. If this damage reduces a creature to 0 hit points, Aren gains 30 temporary hit points and the creature’s soul is marked until the end of Aren’s next turn. A marked soul cannot be returned to life until the mark ends.
Hex of Ruin. Aren curses one creature he can see within 60 feet for 1 minute. Aren deals an extra 6 damage to the cursed target whenever he hits it with an attack. His attacks against the cursed target score a critical hit on a roll of 19 or 20. If the cursed target dies, Aren regains 30 hit points. The curse ends early if Aren dies.
Step Through Secrets. Aren teleports up to 40 feet to an unoccupied space he can see. If he teleports into dim light, darkness, or a space within 10 feet of a creature affected by one of his spells, this movement does not provoke opportunity attacks.
Brutal Advance. Aren moves up to half his speed toward a hostile creature he can see. If he ends this movement within 5 feet of a creature, that creature must succeed on a DC 20 Strength saving throw or be pushed 10 feet and knocked prone.
Command the Bound. One undead, construct, or charmed creature of Aren’s choice within 60 feet that can hear him may immediately move up to half its speed or make one weapon attack.
Pact Plate Ward (3/Day). When Aren is hit by an attack, he adds +5 to his AC until the start of his next turn, including against the triggering attack. If the attack misses because of this reaction, Aren may move up to 10 feet without provoking opportunity attacks.
Counterspell (3/Day). Aren attempts to interrupt a creature in the process of casting a spell. If the spell is 3rd level or lower, it fails. If it is 4th level or higher, Aren makes a Charisma check with a +12 bonus against a DC of 10 + the spell’s level. On a success, the spell fails.
Vecna’s Rebuke. When a creature Aren can see within 60 feet damages him with a spell or attack, Aren forces that creature to make a DC 20 Wisdom saving throw. On a failed save, the creature takes 18 (4d8) psychic damage and cannot speak above a whisper until the end of its next turn. A creature that cannot speak cannot cast spells with verbal components during that time. On a successful save, the creature takes half damage and suffers no additional effect.
Aren 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. Aren regains spent legendary actions at the start of his turn.
Eldritch Bolt. Aren makes one Eldritch Blast beam attack.
Tyrant’s Step. Aren teleports up to 30 feet to an unoccupied space he can see.
Backhand of the Crown. Aren makes one Crownbreaker Maul attack against a creature within reach. On a hit, the target must succeed on a DC 20 Strength saving throw or be pushed 10 feet.
Command the Bound. One undead, construct, or charmed creature of Aren’s choice within 60 feet may move up to half its speed without provoking opportunity attacks.
Extract Secret (Costs 2 Actions). Aren targets one creature he can see within 60 feet. The target must succeed on a DC 20 Wisdom saving throw or take 22 (4d10) psychic damage and have disadvantage on the next saving throw it makes before the end of its next turn. If the target is native to Thornvale, Aren also learns one fear, guilt, or secret from the target.
Crownbreaker Slam (Costs 3 Actions). Aren slams his pact weapon into the ground. Each enemy within 15 feet of Aren must make a DC 20 Dexterity saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much on a successful one. A creature that fails the save is also knocked prone.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Aren Wyrmwick is the younger brother of Horace Wyrmwick and the current tyrant of Brightmere. Where Horace was clever, gifted, and naturally suited to arcane study, Aren was forceful, physical, charismatic, and resentful.
Aren grew up in the shadow of his brother’s brilliance. In a noble magical house, strength was useful, but intellect was celebrated. Horace was the promise. Aren was the spare blade.
That resentment made him vulnerable.
Vecna did not offer Aren intelligence. Vecna offered him something better: secrets without study, power without humility, and control without understanding.
Aren is not a scholarly mastermind. He is a brute wearing the language of nobility. He dominates rooms through presence, fear, and certainty. He speaks calmly, but violence always waits beneath the surface.
Aren believes Brightmere belongs to him because he was the only one strong enough to seize it. He believes Horace abandoned the city. He believes mercy is vanity. He believes love makes rulers weak.
In combat, Aren does not behave like a fragile caster. He advances, crushes, commands, and humiliates. He uses magic to control the battlefield, but he enjoys proving that he can break people with his own hands.
Suggested Personality:
- Speaks calmly until Horace is mentioned.
- Hates being corrected.
- Treats strength as proof of worth.
- Calls cruelty “necessary discipline.”
- Is deeply jealous of Horace, even now.
- Uses Vecna’s secrets to compensate for what he lacks.
- Despises pity more than hatred.
Suggested Quote:
“You were always cleverer than me, brother. But clever men still kneel when their bones break.”
Lair and Lair Actions
When fighting inside Crownspire or a site directly connected to the Sable Anchors, Aren can invoke the lair’s power. On initiative count 20, losing initiative ties, Aren can take one lair action. He cannot use the same lair action two rounds in a row.
Sable Anchor Pulse. One active Sable Anchor flares. Until initiative count 20 on the next round, Aren gains a +2 bonus to AC, or one creature of Aren’s choice gains disadvantage on the next attack roll it makes before the end of its turn.
The Chapel Bell Tolls. A silent bell rings through the souls of the living. Each enemy of Aren in the lair must succeed on a DC 20 Wisdom saving throw or take 14 (4d6) psychic damage and be unable to regain hit points until initiative count 20 on the next round.
Doors Remember Their Master. Aren causes doors, walls, chains, or stairways within 120 feet to shift. Aren creates one of the following effects: a door locks, a 20-foot-square area becomes difficult terrain, a wall opens a 10-foot passage, or a 10-foot passage seals itself. A locked or sealed feature can be forced open with a successful DC 20 Strength check or dispelled with dispel magic.
The Eye Opens. Aren chooses one creature in the lair. Until initiative count 20 on the next round, that creature cannot benefit from being invisible, has disadvantage on Dexterity (Stealth) checks, and the next attack roll against it has advantage.
The Ledger Turns. If the Soul Ledger is intact, Aren chooses one corpse within the lair. The corpse rises as a zombie under Aren’s control. If no corpse is available, one enemy of Aren in the lair must succeed on a DC 20 Charisma saving throw or take 18 (4d8) necrotic damage as the Ledger pulls at its soul.
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