Update with source link (I was rushing to post it before I had to run an errand)Notes:
1. That image is AWESOME. Source?
Corrected - thanks2. Turn resistance says Acererak.
No needed IMO. It would be a nerf to make a recharge, but if you want him to use his more traditional spells, then sure, make it a recharge.3. I feel like Rotten Fate needs a recharge as well.
It is in his list of spells and noted with an asterisk and note. I feel that explains it, but I clarified it a bit more.4. Is the Shield reaction intended to be his casting the Shield spell. if so, make explicit.
I agree, but several people on this board seem to want them. I noted all spells with an Asterisk I assumed when calculating the CR and the description of those spells is included in stat block. You get 5 spells described, plus 5 additional unique magical abilities. That seems to cover a lot of ground to me.More generally: I still don't like a long list of spells I have to look up in the middle of combat. Otherwise I like it. The save boost was sorely needed. I would give him magic resistance, too.
Gods are boring and not especially useful for play, so I much prefer the epic level arch lich.In my campaign the gods are gods, they don't have (or need) stats. They are lofty beings who have long transcended mortal concerns like "life," "death," and "victory."
Gods are indeed not supposed to be played. They literally with a raised eyebrow can blink out of existence a char, their kids, their parents, even those who owed the char money. If your eye and hand are so powerful to last an eternity, with the amount of power they possess, yeah, you may not be a good, but you are someone that only 20th level chars should trifle with.Gods are boring and not especially useful for play, so I much prefer the epic level arch lich.
So we stat the thing we want the characters to fight, not the thing that just hand handwave reality. Although I would contend that in MANY D&D world's, the gods are not omnipotent because they take their cues from Western mythological traditions (Norse, Greek, and others) in which there are many instances of mortal besting or at least standing up to the gods.Gods are indeed not supposed to be played. They literally with a raised eyebrow can blink out of existence a char, their kids, their parents, even those who owed the char money. If your eye and hand are so powerful to last an eternity, with the amount of power they possess, yeah, you may not be a good, but you are someone that only 20th level chars should trifle with.
I already did that for you: Vecna the Archlich (standard, CR 26)I would probably just take the recently released Vecna and replace his spellcasting with the slots and spells of a 20th level wizard. He'd still have his various actions, bonus actions, and reactions in his stat block, maybe I'd add the extra line for flight of the damned which says "Vecna can use a spell slot of 6th level or higher to cast this again if it hasn't recharged."
Even if I used the current version, I'd probably change up a lot of his spells anyway, it's what I do for every spellcaster.
See while I feel slotless design makes sense for the "only there for one fight npcs", I would argue that a Big Bad spellcaster is not that. They are more like a super high level antagonist PC opposing the PCs all day long. They are not just about the one fight (even if that ends up being their whole appearance), they need to be ready to use magic even when they are offscreen to scry on the PCs, haunt their dreams, set traps, create pocket dimensions, etc. I think it's more fair (and probably more intuitive by the time you are running a game with high enough PCs to fight Vecna) to manage his spellcasting as you would that of a 20th level Wizard, with maybe some extra spell slots, rather than create sui generis spellcasting rules for him to be able to do what he needs to do.I am not a fan of "slots" for enemy spellcasters in fights. It is an over design, I think, since that guy only has 3 to 6 rounds anyway.