D&D 5E 5e Updates: Monstrous Compendium

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)
1599771486387.png

STRDEXCONINTWISCHA
14 (+2)16 (+3)18 (+4)26 (+8)24 (+7)18 (+4)
1599771488291.png

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.
Yours is far superior to WOTC's.
 






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