Vecna, the Archlich (5e Creature)
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Vecna, the Archlich[edit]
Medium undead, neutral evil Armor Class 21 (natural armor)
Saving Throws Con +12, Int +15, Wis +15 Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead. 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 soul can fashion a new body even if its old body was burned to ash or otherwise obliterated. When the new body is complete, Vecna regains all his hit points and becomes active again. Vecna's new body appears anywhere within 100 miles of where Vecna was slain. Additionally, Vecna's soul is active even when dead, as such, in a 10-miles radius around the place where Vecna was slain, the territory becomes haunted, if a creature tries to astral travel while in this place, Vecna can try to possess the body as if using the "Magic Jar" spell. Such an effect can also be triggered by trying to contact Vecna through arcane means within a 100-mile radius of his place of death, the definitive list is left to the DM's discretion. Death Warden. When casting any spell to create or animate undead, there is no limit to how many creatures Vecna can have under his control. In addition, after casting once on creatures, it no longer needs to be cast on those creatures to retain control over them. When creating undead with a CR of 9 or less, 4 more undead of the same CR can be created at the same time. All undead Vecna controls have their AC, attack bonus and hit points increased by +8 Undead Mastery. Vecna can wrest control of undead. At the start of their turn, any undead not under the control of Vecna must succeed on a DC 23 Charisma saving throw or be subject to his mental commands, as if the Vecna had cast the animate dead or create undead spells. This feature is affected by the Death Warden feature. Turn Immunity. Vecna is immune to effects that turn undead. Marshal Undead. Undead creatures within 60 feet of Vecna are immune to effects that turn undead. Limited Magic Immunity. Through the use of magic rituals and occult researches, Vecna has acquired a partial immunity to magic effects of certain kind. Any spell of 2nd level or lower has disadvantage on its attack roll when targeting Vecna. Additionally, Vecna is immune to the effect of the following spells: "Soul Cage", "Modify Memory". Permanent Magical Enchantments. Vecna is constantly under the effect of certain spells, those are levitate, jump, water walk. If those spells are dispelled, they are deactivated during 1d10 minutes. Feats. Vecna possesses the following feats as explained in the rule books: "War Caster", "Alert", "Resilient(Con)", "Observant", "Telepathic", "Elemental Adept (Cold)". Undead Nature. Vecna doesn't require air, food, drink, or sleep. ACTIONSMultiattack. Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with the Dread Scythe. Dread Scythe. Melee Weapon Attack: +13 to hit, reach 10 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 can 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 is frightened of Vecna for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each time a creature fails the saving throw, Vecna regains 10 hit points. 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 77 (6d8 + 50) 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 23): Cantrips (at will): mending, mage hand, ray of frost, chill touch, prestidigitation Epic Caster Vecna has 2 10th level spell slots. Wish cast at this level allows the replication of 9th level and lower spells and there is no chance of losing wish. Staff of Dread Vecna can use an action to summon a deathly staff made of blackened bone and twisted rotwood. The staff is the same as a quarterstaff, with the following features: Necrotic damage dealt when wielding the staff ignores all forms of damage immunity or resistance. While wielding the staff, Vecna can cast the wind walk spell on himself at will with an action for both casting and reverting back. The staff can manifest a scythe's blade made of shadowy necrotic energy, becoming the dread scythe. Releasing the staff unsummons it. BONUS ACTIONSVile 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. For each creature taking this damage, Vecna regains 45 hit points. REACTIONSVecna 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 + 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. 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 ACTIONSVecna 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. Lower Spellslinging. Vecna casts a cantrip or a first level spell. |
Vecna began as a cunning yet paranoid human wizard who sought immortality at any cost. His obsession with conquering death led him to conduct dark experiments on innocents to create a powerful lich transformation ritual. Vecna ruthlessly sacrificed peasants in his magic rituals, showing no regard for human life in his quest for eternal life. When he finally transformed into the vile Arch-Lich, Vecna gained tremendous necromantic power and influence over undeath. As a lich, Vecna was a dangerous being who could paralyze enemies with his touch and warp reality to his will. He crafted evil artifacts like the Eye and Hand of Vecna that could corrupt wielders with his disembodied will. Vecna also created terrible undead monsters like the skull lords to terrorize enemies. His evil magic granted him immense sensory powers so he could spy on events across the land through his cultists. Vecna was also highly intelligent and cunning. He carefully administered his empire through his lieutenant Kas to avoid public attention. But behind the scenes, the paranoid Vecna demanded total secrecy and loyalty from his followers, using coercion and blackmail to enforce obedience. Vecna was obsessed with collecting secrets and esoteric knowledge to increase his power. This obsessive lust for power and secrecy ultimately led Vecna to view his closest followers as threats. He feared betrayal from students like Acererak and lieutenants like Kas more than any external enemies. Vecna's paranoia became a self-fulfilling prophecy when his most loyal servant Kas was finally driven to betray him due to the corrupting influence of the Sword of Kas. In undeath, Vecna transcended his mortal origins to become a demigod before ascending to true divinity. But despite his awesome powers over magic, undeath, and secrets, Vecna's origins were tied to human weaknesses like paranoia, betrayal, and a relentless obsession with defying mortality. It was these all-too-mortal flaws that precipitated his undoing. |
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