Vecna (Restored) | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Vecna (Restored) CR: 30

Medium undead (wizard), lawfull evil
Armor Class: 19 (Robe of the Archmagi)
Hit Points: 315 (37d8 + 148)
Speed: 40 ft

STR

20 +5

DEX

16 +3

CON

18 +4

INT

30 +10

WIS

24 +7

CHA

16 +3

Saving Throws: Con +13, Int +19, Wis +16
Skills: Arcana +28, History +19, Insight +16, Investigation +19, Perception +16, Religion +19
Damage Resistances: Cold, Force, Lightning, Psychic
Damage Immunities: Necrotic, Poison; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities: Blinded, Charmed, Deafend, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses: Truesight, passive Perception 26
Languages: Common, Celestial, Draconic, Elvish, Infernal
Challenge Rating: 30 ( 155,000 XP)
Proficiency Bonus: +9

Vecna a 30th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 29, +21 to hit with spell attacks). Vecna has the following 40 spells prepared, he can replace these spells with any wizard spell or spell within The Book of Vile Darkness, with an hour of study. Vecna cast a wizard spell as a ritual if that spell has the ritual tag. He doesn't need to have the spell prepared.   Cantrips: Chill Touch, Fire Bolt, Green-Flame Blade, Lightning Lure, Mage Hand, Mending, Message, Prestidigitation   1st (6): Absorb Elements, Detect Magic, Disguise Self, Gift of Alacrity, Shield, Silvery Barbs   2nd (5): Arcane Lock, Blindness/Deafness, Hold Person, Knock, Shatter, Suggestion   3rd (5): Blink, Counterspell, Dispel Magic, Fly, Sending   4th (5): Banishment, Blight, Dimension Door, Greater Invisibility, Locate Creature   5th (4): Dominate Person, Hold Monster, Modify Memory, Scrying, Telekinesis   6th (3): Circle of Death, Flesh to Stone, Globe of Invulnerability, Soul Cage   7th (3): Forcecage, Plane Shift, Prismatic Spray, Reverse Gravity   8th (2): Abi-Dalzim's Horrid Wilting, Antimagic Field, Feeblemind, Mind Blank   9th (1): Gate, Meteor Swarm, Power Word: Kill, Time Stop

At will:   1st: Detect Magic   2nd: Suggestion   3rd: Fly   4th: Counterspell, Greater Invisibility


Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead.   Special Equipment. Vecna carries The Book of Vile Darkness and treats all spells within as wizard spell while Attuned, The Eye and Hand of Vecna, Afterthought, a Robe of the Archmagi, a Bag of Holding and several other magic items including rings, potions and scrolls.   Dread Counterspell. Vecna always has Counterspell prepared and can cast it at 4th level without expending a spell slot. When countering a spell, whatever the spell's level, the caster takes 10 (3d6) psychic damage if the spell fails.   Signature Spells. Vecna always has Scrying and Telekinesis prepared, they don't count against the number of spells he has prepared, and he can cast each of them once at 5th level without expending a spell slot. When he does so, he can't do so again until he finishes a short or long rest. If he wants to cast either spell at a higher level, he must expend a spell slot as normal.   Spell Mastery. Vecna can cast Detect Magic, Suggestion, Fly and Greater Invisibility at their lowest level without expending a spell slot when he has them prepared. If he wants to cast either spell at a higher level, he must expend a spell slot as normal. By spending 2 hours in study, he can exchange one or both of the spells for different spells of the same levels.   Rejuvenation. If Vecna has a phylactery, if destroyed Vecna gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.   Undying. If Vecna is slain without a phylactery, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 10d100 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.   Turn Immunity. Vecna is immune to any effect that turns undead.   Unusual Nature. Vecna doesn't require air, food, drink, or sleep.

Actions

Multiattack. Vecna uses Flight of the Damned (if available), Rotten Fate, casts a spell with a casting time of 1 action or uses an action granted by a Magic Item he's Attuned to. He then makes two attacks with Afterthought.   Afterthought. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 13 (1d4 + 1d6 + 7) piercing damage plus 9 (2d8) necrotic damage and 9 (2d8) cold 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.   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.

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.

Reactions

Vecna can take up to three reactions per round but only one per turn.   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

Vecna can take 3 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.   Cantrip. Vecna casts a cantrip.   Paralyzing Gaze (Costs 2 Actions). Vecna fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this magic or become paralysed for 1 minute. The paralysed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Vecna's gaze for the next 24 hours.   Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Vecna must make a DC 20 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lair Actions

Lair Actions On initiative count 20 (losing initiative ties), Vecna takes a lair action to cause one of the following effects; Vecna can’t use the same effect two rounds in a row:

  • Shadowplay. Vecna summons one shadow per character. Each shadow appears within 5 feet of a different character. The shadows follow Vecna’s commands (no action required) and last until he uses this lair action again or dies. A shadow acts during initiative count 20 after lair actions have been resolved.
  • Drain Life. Vecna casts enervation at 7th level. Vecna doesn't need to concentrate on the spell and the spell ends on initiative count 20 of the next round.
  • Mournful Dead. Wailing spirits swarm a 20-foot-radius sphere centered on a point in the lair that Vecna can see. Each creature in that area must succeed on a DC 18 Wisdom saving throw or take 28 (8d6) cold damage and have their movement speed reduced by 15 feet. A creature that succeeds on its saving throw takes half as much damage and doesn’t have their movement speed reduced.


Created by

Noble 7.

Statblock Type

Monster

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