D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
OK, now for the ultimate Godzilla ever approved by Toho:

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Godzilla 2017 by Garayann

Godzilla (Earth) - WIP
Gargantuan dragon (kaiju), unaligned
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Armor Class 25 (Natural Armor)
Hit Points 717 (35d20 + 350)
Speed 1,000 ft., swim 3,000 ft
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STRDEXCONINTWISCHA
30 (+10)11 (+0)30 (+10)7 (-2)14 (+2)30 (+10)
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Saving Throws Str +19, Con +19, Dex +9, Cha +19
Skills Athletics +28, Perception +11
Damage Resistances acid, fire, force, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical Attacks
Damage Immunities lightning, psychic, radiant
Condition Immunities frightened, poisoned
Senses Darkvision 50,000 ft., Passive Perception 21
Languages understands Common but can't speak
Challenge 30 (155,000 XP) Proficiency Bonus +9
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Adamantine Weapons. Godzilla's weapon attacks are considered adamantine and magical for overcoming resistances and immunities.

Brutal. Godzilla's melee attacks deal an extra 440 damage of the attacks type on a hit (included in the attack).

Colossal. Godzilla is 1050 feet tall and its space is 700 feet by 700 feet. Any creature without the Colossal trait can enter its space and must do so to hit it with an attack with a reach or range of 60 feet or less. Additionally, Godzilla automatically succeeds on Strength, Constitution, and Charisma checks and saving throws against creature's without the Colossal trait and it has advantage on these checks and saving throws against any creature who's space is less then 400 feet by 400 feet.

Damage Threshold.* Godzilla is immune to all damage unless the attack or effect inflicts more than 60 hit points of damage, in which case it takes damage as normal.

(*Note: this trait is not factored in the CR, consider removing this trait if you wish to have PCs challenge Godzilla)

Giant Monster. When Godzilla moves, its space and the ground within 150 feet of it is violently rent. The area becomes difficult terrain and any Huge or smaller creature in the area must make a DC 27 Dexterity check or be knocked prone and loose Concentration. Structures in this area take 450 bludgeoning damage. Additionally, a creature in an area devastated by Godzilla, refer to Giant Monster, must make a DC 27 Constitution saving throw for each minute it spends in the area or become poisoned.

Additionally, unless otherwise noted, a melee attack from Godzilla takes three rounds from the start of the action to to the resolution of the action and Godzilla can take no other actions, except Legendary Actions during this time.

Kaiju (Mythic Trait, 32/Rest). If Godzilla is reduced to 0 hit points, its current hit point total becomes 717, all conditions and effects it is suffering end for it, it recharges all of its abilities, and it can use its Mythic actions. Award a party an additional 155,000 XP each time Godzilla uses its Kaiju mythic trait (5,115,000 XP maximum).

Immutable Form. Godzilla is immune to any spell or effect that would alter its form.

Radioactive. When an attack or effect of Godzilla's inflicts the poisoned condition, it ignores immunity to the poisoned condition. Creatures poisoned by Godzilla loose 1 hit point from their hit point total every 24 hrs. A Greater Restoration or similar powerful magic can remove the condition.

Siege Monster. Godzilla deals double damage to objects, structures, and creatures with the Colossal Trait.

ACTIONS
Bite. Melee Weapon Attack: +19 to hit, reach 120 ft., one target that has the Colossal trait. Hit: 1,027 (105d10 + 450) piercing damage. Each creature within a 60-foot radius of the target must make a DC 27 Dexterity saving throw or take the same damage as the target.

Claw. Melee Weapon Attack: +19 to hit, reach 225 ft., one target that has the Colossal trait**. Hit: 817 (105d6 + 450) slashing damage and the target must make a DC 27 Strength saving throw or be pushed up to 600 feet, knocked prone, or grappled, Godzilla's choice. Each creature within a 50-foot radius of the target must make a DC 27 Dexterity saving throw or take the same damage as the target.

(**Note: Godzilla can also use this attack against creatures on its body.)

Stomp. Melee Weapon Attack: +19 to hit, reach 225 ft., one prone, or incapacitated target. Hit: 922 (105d8 + 450) bludgeoning damage and fall prone. Until Godzilla uses its Stomp again or moves, the target is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 27 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the Godzilla and is no longer restrained. Each creature within a 100-foot radius of the target must make a DC 27 Dexterity saving throw or take the same damage, knocked prone, and restrained as the target.

Tail Attack. Godzilla can make on of the following attacks.
  • Tail Slam. Melee Weapon Attack: +19 to hit, reach 1,200 ft., one target with the Colossal trait. Hit: 922 (105d8 + 450) bludgeoning damage and the target must make a DC 27 Constitution saving throw or be stunned for 1 minute. The target can make a saving throw at the end of each of its turns, ending the condition on itself on a success.
  • Tail Sweep. Godzilla sweeps its tail in a 1,200-foot cone. Each creature in the area must make a DC 27 Dexterity saving throw, taking 922 (105d8 + 150) bludgeoning damage and knocked prone on a failed save, or half as much damage on a successful one. These action takes twice the standard attack time, refer to Giant Monster.
Breath Weapons. Godzilla can use one of the following breath weapons. Godzilla must charge its breath weapons for nine rounds, taking no other actions except Legendary Actions during this time, before it can use its breath weapon at the end of its turn on the 9th round. A creature reduced to 0 hit points by Godzilla's breath weapons is disintegrated and dies. Additionally, targets that fail their saving throw by 5 or more (DC 17) takes maximum damage from these attacks.
  • Radioactive Beam. Godzilla exhales a super-heated beam in a 15,000-foot line that is 150 feet wide. The first creature in the line must make a DC 27 Dexterity saving throw, taking 945 (90d20) fire damage plus 945 (90d20) force damage plus 945 (90d20) necrotic damage and poisoned on a failed save, or half as much damage on a successful one. If a target is disintegrated by this attack, the beam continues to the next target in the line.
  • Radioactive Breath. Godzilla exhales super-heated flames in a 9,000-foot cone. Each creature in area must make a DC 27 Dexterity saving throw, taking 472 (45d20) fire damage plus 472 (45d20) force damage plus 472 (45d20) necrotic damage and poisoned on a failed save and be incapacitated until the end of its next turn on a failed save, or half as much damage on a successful one.
Oscillating Roar (Recharge 5-6). Godzilla release a deafening roar that can be heard for 100 miles. Each target in a 10,000-foot cone must make a DC 27 Dexterity saving throw, taking 105 (10d20) thunder damage, be deafened for 10 hours, and lose Concentration on a failed save, or half as much damage and be deafened for 1 hour on a successful one.

LEGENDARY ACTIONS
Godzilla 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. Godzilla can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Unstoppable. Godzilla removes one condition or effect it is suffering. It can do so if it has at least 1 hit point, even while unconscious or incapacitated.
Claw (Costs 2 Actions). Godzilla makes a Claw attack.
Stomp (Costs 2 Actions). Godzilla can make a Stomp attack against a creature with the Colossal trait.
Regenerate (Costs 3 Actions). Godzilla regains 100 hit points.

MYTHIC ACTIONS
If Godzilla's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Kaiju.

Bite (Costs 2 Actions). Godzilla makes a Bite attack.
Pulse (Costs 3 Actions, Recharge 1/Rest). After Godzilla's fourth use of its Kaiju mythic trait, it can create a wave of kinetic energy in a 5,000-foot radius centered on it. Each creature in the wave must make a DC 27 Strength saving throw or pushed to the edge of the wave and knocked prone.
Beam (Cost 3 Actions, Recharge 5-6). If Godzilla has already used its Radioactive beam at least once, it can use it to make an attack that targets a creature or structure with the Colossal trait.
 
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Godzilla is great, but I think based on the sickening radiance spell, that radiant is supposed to be the stand in for radiation. It is a little hard to square that with all the celestials doing radiant damage, but maybe that is what puts the "God" in "Godzilla."
 

Micah Sweet

Legend
Godzilla is great, but I think based on the sickening radiance spell, that radiant is supposed to be the stand in for radiation. It is a little hard to square that with all the celestials doing radiant damage, but maybe that is what puts the "God" in "Godzilla."
There isn't really a good cognate for radiation damage in 5e. Neither fire nor poison feel right, and they're the closest. I've seen radiant used before, and it's what I use. Admittedly, a certain amount of handwavium is required.
 


dave2008

Legend
Godzilla is great, but I think based on the sickening radiance spell, that radiant is supposed to be the stand in for radiation. It is a little hard to square that with all the celestials doing radiant damage, but maybe that is what puts the "God" in "Godzilla."
I almost went that direction. I went with necrotic for the radiation part. But to be honest, it is not like the radiation is what is causing the immediate damage.
 

dave2008

Legend
I like radiant with the poisoned condition so far.
Adding the poisoned condition is a good idea, but I went with necrotic instead of radiant as that is the closest to what it is actually doing IMO. That being said, the radiation is really a lingering effect, not a damaging effect. The heat is the damaging effect of Godzilla's breath.
 
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dave2008

Legend
@MechaTarrasque , @Micah Sweet , @SkidAce:

I have added the poisoned condition to Godzilla's breath weapons and added the following trait:

Radioactive. When an attack or effect of Godzilla's inflicts the poisoned condition, it ignores immunity to the poisoned condition. Creatures poisoned by Godzilla loose 1 hit point from their hit point total every 24 hrs. A Greater Restoration or similar powerful magic can remove the condition.

It could probably be cleaned up a bit, but it gets the idea across. I also added the following to the Giant Monster trait:

Additionally, a creature in an area devastated by Godzilla must make a DC 27 Constitution saving throw for each minute it spends in the area or become poisoned.
 
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dave2008

Legend
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Displacer Beast by boglebear

Displacer Beast
Large Monstrosity, Lawful evil
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Armor Class 14
Hit Points 85 (10d10 + 30; bloodied 42)
Speed 40 ft.
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STRDEXCONINTWISCHA
18 (+4)18 (+4)16 (+3)6 (-2)12 (+1)12 (+1)
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Saving Throws Dex +6, Wis +3
Skills Athletics +6, Perception +3, Stealth +6
Senses Darkvision 120 ft., Passive Perception 13
Languages --
Challenge 3 (700 XP) Proficiency Bonus +2
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Avoidance. If the displacer beast's displacement ability is active and it is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

If the displacer beast has a creature grappled and is missed by an attack because of its displacement ability, the grappled creature is hit by the attack instead.

Feline Speed (3/ Short Rest). When the displacer beast takes the Dash action it can move at 4 times its speed (160 ft.) during this movement.

Keen Senses. The displacer beast has advantage on Wisdom (Perception).

Pounce. If the displacer beast moves at least 20 feet straight toward a creature and then hits it with a claw or tentacle attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.

ACTIONS
Multiattack.
The displacer beast makes two attacks: any combination of claw or tentacle attacks. The displacer beast can replace one of these attacks with a bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled or incapacitated target. Hit: 8 (1d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage and the target must make a DC 14 Strength saving throw or be knocked prone.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 3 (1d6) piercing damage and if the target is Medium or smaller it must make a DC 14 Strength saving throw or be grappled.

BONUS ACTIONS
Feline Agility.
The displacer beast takes the Dash or Disengage action.

Throat Bite. The displacer beast can make a bite attack against a prone creature adjacent to it or a creature it has grappled.

REACTIONS
Rake.
If a creature ends its turn grappled by the displacer beast, the displacer beast can make a claw attack against the creature.

Tentacle Slap. If a creature comes within reach of the displacer beast's tentacles, it can make a tentacle attack on that creature. On a hit, the creature must make a DC 14 Strength saving throw or its movement is reduced to 0 until the start of its next turn.
 


dave2008

Legend
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Uktena by gameogami


UktenaChallenge 12
Elite Huge monstrosity, unaligned8,400 XP 16,800 Elite XP
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Armor Class 18 (natural armor)
Hit Points 378 (18d12 + 72; bloodied 189)
Speed 40 ft., climb 30 ft., swim 40 ft.
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STRDEXCONINTWISCHA
22 (+6)14 (+2)18 (+4)17 (+3)14 (+2)16 (+3)
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Saving Throws Dex +6, Wis +6
Skills Arcana +7, Intimidation +7, Stealth +10
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities poisoned, prone
Senses darkvision 120 ft, passive perception 16
Languages --
Proficiency Bonus +4 Maneuver DC 18
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Aura of Brilliance. If a creature starts its turn within 100 feet of the uktena and can see the uktena, the uktena can force the creature to make a DC 15 Charisma saving throw, becoming compelled on a failed save, or take 1d10 psychic plus 1d10 radiant damage on a successful one. A compelled creature is Incapacitated and can only move towards the uktena with all its speed, stopping only when it is adjacent to the uktena. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this uktena's Aura of Brilliance for the next 24 hours.

Horned Serpent (Elite Trait, 1/Rest). When the uktena is first bloodied, all conditions and effects it is suffering end for it, it recharges all of its abilities, it can use its Elite Actions, and it immediately uses Dream Sequence.

Seeping Poison*. When the uktena dies, it explodes, and each creature within 60 feet of it must make a DC 16 Dexterity saving throw, taking 14 (4d6) poison plus 14 (4d6) acid damage and be poisoned on a failed save, or half as much damage on a successful one.

*This damage is not figured in the uktena's CR.

Weak Spot. After the uktena uses its Dream Sequence it can no longer use its Aura Brilliance. Additionally, an attack that targets the uktena is a critical hit on a roll of 16-20.

ACTIONS
Multiattack.
The uktena can make two melee attacks, but only one can be a constrict attack.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage plus 7 (2d6) poison damage and the target must make a DC 16 Constitution saving throw or be poisoned.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 22 (3d10 + 6) bludgeoning damage. The target is grappled (escape DC 16) if the uktena isn't already constricting a creature, and the target is restrained until this grapple ends.

Pestilence Breath (Recharge 5–6). The uktena exhales a foul gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 35 (10d6) necrotic damage and two levels of fatigue, on a failed save, or half as much damage and one level of fatigue on a successful one.

Ray of Ruin (Recharge 5–6). Melee Spell Attack: +7 to hit, range 150 ft., one target. Hit: 42 (12d6) radiant damage and the target is blinded.

BONUS ACTIONS
Quick Strike.
The uktena makes a bite attack against an incapacitated or restrained target.

REACTIONS
Dream Sequence (Bloodied).
When the uktena is first bloodied it appears to die. Each target within 120 feet of the Uktena must make a DC 15 Intelligence saving throw. If one target fails the saving throw, all targets succumb to the uktena's illusion. Refer to the "Dream Sequence" sidebar for more details.

LEGENDARY ACTIONS
The uktena can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The uktena can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.

Sparks of Fury. Melee Spell Attack: +7 to hit, range 5 ft., one target. Hit: 10 (3d6) fire damage.
Unstoppable. The uktena removes one condition or effect it is suffering. It can do so if it has at least 1 hit point, even while unconscious or incapacitated.
Bite (Cost 2 Actions). The uktena makes a bite attack against one target it has grappled.

ELITE ACTIONS
If the uktena's elite trait is active, it can use the options below as legendary actions for 1 hour after using Horned Serpent

Slither. The uktena can move its speed without provoking opportunity attacks.
Poison Spittle (Cost 2 actions). The uktena sprays venomous spittle in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 7 (2d6) poison and 7 (2d6) acid damage on a failed saving throw, or half as much on a successful one.
Recharge (Costs 3 Actions, 1/Rest). The uktena recharges its Pestilence Breath or its Ray of Ruin.



DREAM SEQUENCE
When a creature is cast into the uktena's Dream Sequence it experiences an imaginary combat. An damage taken in this illusion is sustained as psychic damage.

The best way to stage this imaginary combat is to have a familiar NPC from the PCs past, and that is hostile towards them, suddenly appear. Even if this NPC is dead, it could remind them that they just "defeated" the guardian of the gates of death (the uktena) and this has allowed the NPC to return for their revenge. This NPC should have a CR roughly equal to the PCs average level.

Each round of imaginary combat the PCs make a DC 15 Wisdom saving throw. Once the illusory NPC dies, or all PCs have make their save, the illusion ends.

The uktena cannot take any actions while it has targets trapped in its Dream Sequence.
 
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dave2008

Legend
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Vec-machina by Stephen-Oakley

Vecna the ArchlichChallenge 26
Medium undead (wizard), lawful evil90,000 XP
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Armor Class 18 (Natural Armor)
Hit Points 525 (50d8 + 300; bloodied 262)
Speed 30 ft., fly 30 ft. (hover)
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STRDEXCONINTWISCHA
14 (+2)16 (+3)24 (+6)26 (+8)24 (+7)18 (+4)
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Saving Throws Dex +11, Con +14, Int +16, Wis +15, Cha +12
Skills Arcana +24, History +24, Insight +15, Perception +15, Religion +16
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned
Senses Truesight 120 ft., Passive Perception 25
Languages All
Proficiency Bonus +8; Maneuver DC 19
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Limited Magic Immunity. Unless he wishes to be affected, Vecna is immune to cantrips. Additionally, he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Vecna has disadvantage on the attack roll.

Mind Blank (1 Spell Slot).* Vecna cast this spell on himself prior to combat. He is immune to psychic damage, any effect that would sense his emotions or read his thoughts, divination spells, and the charmed condition.

Turn Resistance. Vecna has advantage on saving throws against any effect that turns undead.

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.

Unusual Nature. Vecna doesn’t require air, food, drink, or sleep.

ACTIONS
Multiattack. Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks: any combination of paralyzing touch and Afterthought

Afterthought. Melee Weapon Attack:
+14 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 13 (3d8) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 13 (3d8) 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.

Paralyzing Touch. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 14 (4d6) cold damage. The target must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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 24 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 (see the Monster Manual) 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 is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Vecna has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
1st level (at will): detect magic, searing equation, shield,*
2nd level (at will): arcane lock, knock, invisibility
3rd level (at will): animate dead (as an action), dispel magic, improved fireball,* lightning bolt*
4th level (3 slots): blight, dimension door, ice storm, phantasmal killer
5th level (3 slots): cloudkill, hold monster, scrying (as an action), wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate,* globe of invulnerability
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): dominate monster, mind blank*
9th level (2 slots): power word kill, time stop

*See Actions, Vecna's CR assumes he attacks with these spells, cast at the highest possible level when noted.

Disintegrate (see below).* Vecna casts one of his spells, using a spell slot. He conjures a bolt of green light that streaks to a target he can see within 60 feet of him. The target must make a DC 24 Dexterity saving throw, taking 75 (10d6 + 40) forced damage, see below, on a failed save. If this damage reduces the target to 0 hit points, it is disintegrated. If Vecna cast this spell at a higher level, increase the damage:
  • 9th level slot: 106 (19d6 + 40) force damage.
  • 8th level slot: 96 (16d6 + 40) force damage
  • 7th level slot: 85 (13d6 + 40) force damage
Improved Fireball (3rd-Level)* Vecna casts one of his spells. A bright streak flashes to a point Vecna chooses within 120 feet then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. If Vecna cast this spell at a higher level, increase the damage, and expend a spell slot (Vecna must have a spell slot available to cast this spell at a higher level):

Lightning Bolt (3rd-Level).* Vecna casts one of his spells. A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from Vecna in a direction he chooses. Each creature in the line must make a DC 24 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one

BONUS ACTIONS
Vile Teleport. Vecna teleports, along with any equipment he is wearing or carrying, up to 60 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 and 10 (3d6) necrotic damage.

REACTIONS
Vecna can take up to three reactions per round but only one per turn. If a condition or effect would prevent Vecna from using a reaction, he can make a DC 12 Constitution check, no action, ending the condition or effect on a success.

Dread Counterspell. Vecna casts a spell 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 and 10 (3d6) necrotic damage. if the spell fails.

Fell Rebuke. In response to being hit by an attack, Vecna casts a spell, dealing 10 (3d6) psychic and 10 (3d6) necrotic damage. damage to the attacker, and Vecna teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.

Shield (2nd-Level).* If Vecna would be hit by an attack or is the target of the magic missile spell, he casts a spell to create a magical barrier and gains a +5 bonus to his AC until the start of his next turn. Additionally, he takes no damage from the magic missile spell.

Unstoppable. Vecna removes one condition or effect he is suffering. He can do so if he has at least 1 hit point, even while unconscious or incapacitated.


SPECIAL EQUIPMENT
Vecna caries the following equipment:
  • Afterthought. A +3 dagger that inflicts an additional 3d8 necrotic damage on a hit. In the hands of anyone other than Vecna, Afterthought is a +3 dagger.
  • The Book of Vile Darkness. Ancient grimoire (artifact) of magic as described in the DMG. While attuned to the Book of Vile Darkness, Vecna does not suffer any of the artifact's detrimental properties and has access to all Wizard spells.
 
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dave2008

Legend
With the recent drop of a Vecna statblock on DnDBeyond I took the opportunity to tweak it up a bit: Vecna the Archlich

Please not this is the Archlich version of Vecna, before he ascends to godhood. Deity version of Vecna coming later.

EDIT: I updated the spells to note unequivocally that his casting a spell.
 
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View attachment 250717
Vec-machina by Stephen-Oakley

Vecna the ArchlichChallenge 26
Medium undead (wizard), lawful evil90,000 XP
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Armor Class 18 (Natural Armor)
Hit Points 272 (32d8 + 128; bloodied 136)
Speed 30 ft., fly 30 ft. (hover)
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STRDEXCONINTWISCHA
14 (+2)16 (+3)18 (+4)26 (+8)24 (+7)18 (+4)
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Saving Throws Dex +11, Con +12, Int +16, Wis +15, Cha +12
Skills Arcana +24, History +24, Insight +15, Perception +15, Religion +16
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned
Senses Truesight 120 ft., Passive Perception 25
Languages All
Proficiency Bonus +8; Maneuver DC 19
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Limited Magic Immunity. Unless he wishes to be affected, Vecna is immune to cantrips. Additionally, he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Vecna has disadvantage on the attack roll.

Mind Blank (1 Spell Slot).* Vecna cast this spell on himself prior to combat. He is immune to psychic damage, any effect that would sense his emotions or read his thoughts, divination spells, and the charmed condition.

Turn Resistance. Vecna has advantage on saving throws against any effect that turns undead.

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.

Unusual Nature. Vecna doesn’t require air, food, drink, or sleep.

ACTIONS
Multiattack. Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks: any combination of paralyzing touch and Afterthought

Afterthought. Melee Weapon Attack:
+14 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 13 (3d8) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 13 (3d8) 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.

Paralyzing Touch. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 14 (4d6) cold damage. The target must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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 24 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 (see the Monster Manual) 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 is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Vecna has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
1st level (at will): detect magic, ray of sickness, shield,*
2nd level (at will): arcane lock, knock, invisibility
3rd level (at will): animate dead (as an action), dispel magic, fireball,* lightning bolt*
4th level (3 slots): blight, dimension door, ice storm, phantasmal killer
5th level (3 slots): cloudkill, hold monster, scrying (as an action), wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate,* globe of invulnerability
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): dominate monster, mind blank*
9th level (2 slots): power word kill, time stop

*See Actions, Vecna's CR assumes he attacks with these spells, cast at the highest possible level when noted.


Disintegrate (1 spell slot).* Acererak conjures a bolt of green light that streaks to a target he can see within 60 feet of him. The target must make a DC 24 Dexterity saving throw, taking 75 (10d6 + 40) forced damage, see below, on a failed save. If this damage reduces the target to 0 hit points, it is disintegrated. If Acererak cast this spell at a higher level, increase the damage:
  • 9th level slot: 106 (19d6 + 40) force damage.
  • 8th level slot: 96 (16d6 + 40) force damage
  • 7th level slot: 85 (13d6 + 40) force damage
Fireball.* A bright streak flashes to a point Acererak chooses within 120 feet then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. If Azalin cast this spell at a higher level, increase the damage:

Lightning Bolt.* A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from Acererak in a direction he chooses. Each creature in the line must make a DC 24 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one

BONUS ACTIONS
Vile Teleport. Vecna teleports, along with any equipment he is wearing or carrying, up to 60 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 and 10 (3d6) necrotic 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. If a condition or effect would prevent Vecna from using a reaction, he can make a DC 12 Constitution check, no action, ending the condition or effect on a success.

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 and 10 (3d6) necrotic damage. if the spell fails.

Fell Rebuke. In response to being hit by an attack, Vecna utters a fell word, dealing 10 (3d6) psychic and 10 (3d6) necrotic damage. 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.

Shield.* If Vecna would be hit by an attack or is the target of the magic missile spell, he casts a spell to create a magical barrier and gains a +5 bonus to his AC until the start of his next turn. Additionally, he takes no damage from the magic missile spell.

Unstoppable. Vecna removes one condition or effect he is suffering. He can do so if he has at least 1 hit point, even while unconscious or incapacitated.


SPECIAL EQUIPMENT
Vecna caries the following equipment:
  • Afterthought. A +3 dagger that inflicts an additional 3d8 necrotic damage on a hit. In the hands of anyone other than Vecna, Afterthought is a +3 dagger.
  • The Book of Vile Darkness. Ancient grimoire (artifact) of magic as described in the DMG. While attuned to the Book of Vile Darkness, Vecna does not suffer any of the artifact's detrimental properties and has access to all Wizard spells.
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