Aspect of Vecna - GM Binder
Aspect of Vecna - GM Binder
Aspect of Vecna - GM Binder
His
spellcasting ability is Intelligence (spell save DC 27,
Medium Undead, Lawful Evil
+19 to hit with spell attacks). Vecna has the following
spells prepared:
Armor Class 19 (Natrual Armor)
Hit Points 533 (27d20+250) Cantrips (at will): eldritch blast, mage hand,
Speed 30 ft, fly 120 ft prestidigitation, ray of frost
1st level (at will): absorb elements, detect magic,
dissonant whispers, hex, shield
STR DEX CON INT WIS CHA
2nd level (at will): detect thoughts, hold person,
16 (+3) 18 (+4) 20 (+5) 30 (+10) 30 (+10) 29 (+9)
invisibility, mirror image, phantasmal force
Saving Throws Con +14, Cha +18, Int +19, Wis +19 3rd level (at will): animate dead, dispel magic, fly,
Skills Arcana +28, History +19, Insight +19, Perception lightning bolt, revivify
+19 4th level (3 slots): banishment, blight, dimension door,
Damage Resistances cold, lightning Otiluke's resilient sphere
Damage Immunities necrotic, poison; bludgeoning,
piercing, and slashing from nonmagical attacks 5th level (3 slots): maelstrom, negative energy flood,
Condition Immunities charmed, deafened, frightened, scrying, temporal shunt
paralyzed, stunned 6th level (3 slots): circle of death, scatter, disintegrate,
Senses Truesight 120 ft., Passive Perception 29 globe of invulnerability
Languages All Languages
Challenge 30 (155,000 XP) Proficiency Bonus +9 7th level (3 slots): finger of death, forcecage, plane
shift, tether essence
Arcane Secrets. As a god Vecna learned some of the 8th level (2 slots): Abi-Dalzim's horrid wilting,
multiverse's greatest secrets allowing him to prepare dominate monster, feeblemind, reality break
spells from any class and use them without materials. 9th level (2 slots): power word heal, power word kill,
Divine Artifacts. Due to connection with The Book of time ravage, weird
Vile Darkness, Vecna can use item without any of the
risks. He also gains of the abilities of the Eye and Hand Actions
of Vecna without having them or any of the risks. Multiattack. Vecna uses Flight of the Damned (if
Wish Resistant. The Wish spell cannot directly effect available), Rotten Fate, or Spellcasting. He then makes
Vecna without his permission two attacks with Afterthought.
Legendary Resistance (5/Day). If Vecna fails a saving Afterthought. Melee Weapon Attack: +15 to hit, reach 5
throw, he can choose to succeed instead. ft., one target. Hit: 8 (1d4 + 6) piercing damage plus 9
(2d8) necrotic damage. If the target is a creature, it is
Magic Resistance. Vecna has advantage on saving afflicted by entropic magic, taking 9 (2d8) necrotic
throws against spells and other magical effects. damage at the start of each of its turns. Immediately
Reawakening (Recharges after a Short or Long Rest). If after taking this damage on its turn, the target can
Vecna was reduced to 0 hit points, his current hit point make a DC 20 Constitution saving throw, ending the
total instead resets to 500 hit points, his spell slots are effect on itself on a success. Until it succeeds on this
restored, and charges expended using abilities from the save, the afflicted target can't regain hit points.
Eye and Hand of Vecna are regained and he regains any Flight of the Damned (Recharge 5–6). Vecna conjures a
expended uses of Legendary Resistance. Additionally, torrent of flying, spectral entities that fill a 120-foot
the aspect can now use the options in the "Mythic cone and pass through all creatures in that area before
Actions" section for 1 hour. Award a party an additional dissipating. Each creature in that area must make a DC
155,000 XP (310,000 XP total) for defeating the 22 Constitution saving throw. On a failed save, the
aspect of Vecna after his Reawakening activates. creature takes 36 (8d8) necrotic damage and is
Regeneration. Vecna regains 30 hit points at the start of frightened of Vecna for 1 minute. On a successful save,
his turn. the creature takes half as much damage and isn't
frightened. A frightened creature can repeat the saving
Special Equipment. Vecna carries a magic dagger named throw at the end of each of its turns, ending the effect
Afterthought. In the hands of anyone other than Vecna, on itself on a success.
Afterthought is a +2 dagger. In addition Vecna carries
The Book of Vile Darkness on his person
Transending Undeath. Vecna and any spells he casts can
choose to ignore effects or restrictions regarding
undead creatures
Undying. If Vecna is slain, his soul refuses to accept its
fate and lives on as a disembodied spirit that fashions a 1
new body for itself after 1d100 years.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rotten Fate. Vecna causes necrotic magic to engulf one
creature he can see within 120 feet of himself. The Legendary Action
target must make a DC 22 Constitution saving throw, Vecna can take 3 legendary actions, choosing from the
taking 96 (8d8 + 60) necrotic damage on a failed save, options below. Only one legendary action option can
or half as much damage on a successful one. A be used at a time, and only at the end of another
Humanoid killed by this magic rises as a undead with creature's turn. Vecna regains spent legendary actions
half it's max hp at the start of Vecna's next turn and at the start of his turn.
acts immediately after Vecna in the initiative order. The
undead is under Vecna's control. Attack. Vecna makes an attack with Afterthought or if
available Flight of the Damned
Bonus Actions At Will Spell. Vecna casts one of his at-will spells.
Vile Teleport. Vecna teleports, along with any equipment Frightening Gaze (Costs 2 Actions). Vecna fixes his gaze
he is wearing or carrying, up to 30 feet to an on one creature he can see within 10 feet of him. The
unoccupied space he can see. He can cause each target must succeed on a DC 22 Wisdom saving throw
creature of his choice within 15 feet of his destination against this magic or become frightened for 1 minute.
space to take 10 (3d6) psychic damage. If at least one The frightened target can repeat the saving throw at the
creature takes this damage, Vecna regains 80 hit points end of each of its turns, ending the effect on itself on a
success. If a target's saving throw is successful or the
Reactions effect ends for it, the target its immune to Vecna's gaze
Vecna can take up to three reactions per round but only for the next 24 hours.
one per turn.
Mythic Actions
Dread Counterspell. Vecna utters a dread word to
interrupt a creature he can see that is casting a spell. If If Vecna's Reawakening trait has activated in the last
the spell is 4th level or lower, it fails and has no effect. hour, he can use the options below as legendary
If the spell is 5th level or higher, Vecna makes an actions.
Intelligence check (DC 10 + the spell's level). On a Eldtrich Secret(Costs 3 Actions). Vecna reveals a horrific
success, the spell fails and has no effect. Whatever the
secret of the multiverse. Up to 3 creatures of Vecna's
spell's level, the caster takes 10 (3d6) psychic damage choice who heard the secret must make a DC 27
if the spell fails. wisdom saving throw. On a failed save the creature
Fell Rebuke. In response to being hit by an attack, Vecna must take 39 (6d12) and gains an effect from the Short
utters a fell word, dealing 10 (3d6) necrotic damage to Term Madness chart in the DMG. On a successful save,
the attacker, and Vecna teleports, along with any the creature takes half as much damage and can't gain a
equipment he is wearing or carrying, up to 30 feet to an form of Short Term Madness for 24 hours.
unoccupied space he can see. Multiversal Secrets(Costs 3 Actions). Vecna targets a
creature within 30 ft of him. The creature must
succeed on a DC 27 Charisma saving throw or take 44
(8d10) psychic damage and under the effects of the
spell Banishment and is sent to a place of the DM's
choice which includes: Dragonlance, Eberron,
Greyhawk, Pandemonium, Planescape, Ravenloft,
Spelljammer, The Nine Hells, The Underdark, or The
Forgotten Realms. Vecna can concentrate on the
banishment and another spell at the same time.
However they will require separate Constitution saving
throws to maintain. If a creature is successful on a save
2 or the spells effect ends they cannot be effected for 24
hours.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Regional Effects Lair Actions
Aura of Paranoia. Every 24 hours a hostile creature is On initiative count 20 (losing initiative ties) Vecna takes a lair
within 1 mile of Vecna's lair they must make a DC 22 action to cause one of the following effects; Vecna cannot use
Wisdom saving throw. On a failed save they feel as if their the same effect two rounds in a row:
companions are lying to them, keeping secrets and saying Hand of Undeath. Vecna points at an entity in his lair and
cruel insults just out of earshot. They can retry the save in 24 subjects them to Finger of Death
hours. All Moving Eye. A creature Vecna can see within 60 feet of
Eerie Whispers. Creatures within 1 mile of Vecna's lair himself must make a DC 22 Wisdom save or restrained for a
can hear eerie whispers and chants. round.
The Whispered One. Anyone who says Vecna's name Secret Armies. Vecna can summon 4 servants to aid him
takes 2d10 psychic damage (no save), must make a DC 17 in battle. These servants could be a Deathlock, Ghost,
intelligence save or be cursed, and is unable to speak for Revenant, or Wraith
1d10 minutes, after which the curse ends. The damage
increases by 1d10 each time you do it again all the way to
5d10 and reduced by 2d10 every 24 hours his name isn't The Chime of Exile. This magic item will not work
spoken. Whispering his name doesn't make the curse until Vecna is in his Reawakened phase.
activate.
Cultists of Vecna
Vecna grants abilities to his most loyal cultists. They can the
Cursed Luck trait, and his cult leaders can also gain the
Worshipers Secrets trait.
Cursed Luck (Recharges after a Short or Long Rest).
When a cultist fails a an attack roll, an ability check, or a
saving throw they can roll an additional d20 and choose the
roll they want.
Worshipers Secrets. Those with this trait have access to
both the Cleric and Warlocks spell lists.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.