D&D 5E Vs Vecna battle simulations.


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DND_Reborn

The High Aldwin
I agree, Fell Rebuke isn't treated as a spell, nor is it technically an attack.
That makes three FOR. Consider that the ruling. Thanks all for your input!

Using features will not negate Vecna's Invisibility unless it involves Casting A Spell or making an Attack roll.
 

Stalker0

Legend
Using features will not negate Vecna's Invisibility unless it involves Casting A Spell or making an Attack roll.
Which is another way that the new "spell-less spellcaster" approach has more impact than may have been intended....though in Vecna's case, again its all fair play for a CR 26!

That said, while Vecna is still invisible, I don't know if he would still be hidden (after all invis is not auto hide in 5e). Throwing around magical effects probably would still give away some notes on your position, enough that an action to stealth might still be required.
 

MarkB

Legend
I see that you've updated the previous turns to indicate that Vecna failed one concentration check and would need to use legendary resistance in order to maintain invisibility. That one's a tough call - on the one hand, Vecna's relatively low AC means it isn't helping him hugely against direct attacks, but on the other hand it does prevent him from being targeted by effects that require one to see the target.

I think that whether or not he maintains it will depend upon how many such effects the party have in their pocket, aside from Morcolt who can see him anyway (since he automatically knows the spellcasters' full capabilities according to the adventure write-up).
 

DND_Reborn

The High Aldwin
Which is another way that the new "spell-less spellcaster" approach has more impact than may have been intended....though in Vecna's case, again its all fair play for a CR 26!

That said, while Vecna is still invisible, I don't know if he would still be hidden (after all invis is not auto hide in 5e). Throwing around magical effects probably would still give away some notes on your position, enough that an action to stealth might still be required.
Morcolt can see him thanks to True Seeing, so is calling out his position anyway. Also, since he is not trying to Stealth to remain hidden, his general "area" is known to the PCs, but obviously he is Unseen to the others.

I see that you've updated the previous turns to indicate that Vecna failed one concentration check and would need to use legendary resistance in order to maintain invisibility. That one's a tough call - on the one hand, Vecna's relatively low AC means it isn't helping him hugely against direct attacks, but on the other hand it does prevent him from being targeted by effects that require one to see the target.
Yep, it is a tough call, but given his strategy I think essential for the time being.
 



DND_Reborn

The High Aldwin
Broodhuz's Turn:

Broodhuz dashes 80 feet "north", wondering why Morcolt sent Vecna away, and in his frustration releases his rage (bonus action) as he scans the back of the cavern in anticipation.

Invulnar's Turn:

Invulnar Dragon Wings erupt from his back (bonus action) and he wings (dashes) his way towards the pillars, bright light emanating from his hand (Sunbeam round 2).

Go'ban's Turn:

Go'ban moves forward 35 feet with the others to the next pillar, casts Guardian of Nature (bonus action), and Readies an arrow to shoot Vecna as soon as he reappears, listening to Morcolt's directions.

Morcolt's Turn:

Morcolt moves diagonally towards Vecna's last location, uses Blessing of the Raven Queen (bonus action) to teleport within 10 feet of Venca's location, and Readies an arrow from his pact longbow for when Vecna reappears. Morcolt has resistance to all damage until the start of his next turn.

1656283165995.png


If anyone wants me to move your token PLEASE let me know ASAP.

Otherwise, it is Vecna's Turn.
 


DND_Reborn

The High Aldwin
At the end of Morcolt's Turn:

As soon as Vecna reappears (to Morcolt)...
  • Morcolt unleashes his arrow and misses! (4+11 = 15), so uses Lucky to reroll and MISSES again! (1+11=12).
  • Ready for the shot, Go'ban also releases his arrow and but HITS (17+12=29, note Guardian of Nature grants advantage on DEX and WIS attacks, offsetting disadvantage for Vecna's Invisibility), dealing 9 piercing damage + 5 (Fury of the Small) for a total of 14 damage!
Vecna automatically makes the DC 10 Concentration check to remain Invisible.

Venca uses Fell Rebuke (reaction #3) on Go'ban, dealing 8 necrotic damage and teleports away from Morcolt. Fortunately, Go'ban has 10 temporary hits points to take that damage and has 2 remaining.

UPDATE: Broodhuz's uses Sprit Shield (reaction) to prevent damage to Go'ban, rolling 13 (4d6), preventing the 8 necrotic damage to Go'ban.

VECNA'S TURN:

Venca uses Vile Teleport (bonus action) and lands in the middle of Morcolt, Go'ban, and Broodhuz! Dealing 9 psychic damage to Go'ban (prevented by Broodhuz, see below) and 9 psychic damage to Broodhuz, but only 4 damage to Morcolt (due to resistance). Vecna HEALS 80 hit points!

Update:
Broodhuz uses Spirit Guardians (reaction) again to aid Go'ban, rolling 15, preventing the 9 damage to Go'ban. (REVMOED--He has no reaction to do this again.)

UPDATE: Go'ban succeeds on DC 10 Concentration check (17+7 = 24) to keep Guardian of Nature.

Vecna uses Rotten Fate (action) against Go'ban! Guardian of Nature gives him advantage on CON saves, and he succeeds (11,18+7 = 25 vs DC 22), but still takes 54 necrotic damage (half of 108!), with 1 point going to his temporary hp.

UPDATE: Go'ban fails DC 27 Concentration check (6,14+7 = 21) and Guardian of Nature is gone.

Venca then moves 30 feet next to Morcolt and attacks him twice with Afterthought (part of action)! Vecna hits both times (25 and 18 total vs AC 18), dealing 8 piercing damage + 14 necrotic and 8 piercing + 9 necrotic, for a total of 19 damage (half of 39 due to resistance to all damage).

Vecna is now visible. He laughs at Morcolt, "Thanks for the vacation, fool, now it is time for you all to DIE!"

1656285617489.png


CURRENT HIT POINTS: (CORRECTED)

VECNA: 181 / 272
(+80)
Go'ban: 66 / 132 (+10 - 63); UPDATED after Broorhuz used Spirit Guardians twice, preventing 17 damage.
Morcolt: 101 / 131 (-23)
Broodhuz: 140 / 149 (-9)
Invulnar: 162 / 162

It is now Broodhuz's Turn.
 
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FitzTheRuke

Legend
Broodhuz said, "Nuh uh! YOU gonna die, freeze-face!"

And he ran toward the archlich, spitting a line of freezing breath at him and then following up with a swing of his sword.

(Attack action can breathe, sword, sword, but I assume Vecna will TP. Also, I think I can send some Rage Spirits (I would fluff them as ice mephits) to mitigate some damage to my allies).
 
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DND_Reborn

The High Aldwin
And he ran toward the archlich, spitting a line of freezing breath at him and then following up with a swing of his sword.

(Attack action can breathe, sword, sword, but I assume Vecna will TP. Also, I think I can send some Rage Spirits (I would fluff them as ice mephits) to mitigate some damage to my allies).
To be clear:

As I understand it, you can replace one attack with your Breath, so that should leave you one sword attack? (bold implies two sword attacks?) Do you get an extra sword attack somehow???

Do you want to use Reckless Attack?

If you are worried about him teleporting, you might want to sword attack first and then use your breath. Although you've never seen him teleporting, Morcolt would have called it out as part of his positions.

Also, using Rage Spirits is a reaction which you can use when an ally gets damaged by an attack. Morcolt is just within range (30 feet), so if you want I can add that as a reaction during Vecna's turn. Vengeful Ancestors will allow you to put some of that damage back on Vecna.

Did you deal Vecna his Hurl Through Hell psychic damage?
Yes, I applied it on Morcolt's turn (perhaps to early...), but the current hp for Venca is accurate I believe.

Also, point of order: Vecna reappears before he takes his turn, so the Fell Rebuke caused by Go'ban's attack uses the last reaction from his previous turn, which he immediately replenishes at the start of his turn, leaving him now with three reactions in hand.
Good catch. I will update that. It will allow him to take a reaction on his turn, so I will add that as well.
 
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FitzTheRuke

Legend
To be clear:

As I understand it, you can replace one attack with your Breath, so that should leave you one sword attack? (bold implies two sword attacks?) Do you get an extra sword attack somehow???
Nah, I just confused him for a moment with Shorgg, who gets 3 attacks with an action.

Do you want to use Reckless Attack?
Sure, why not.

If you are worried about him teleporting, you might want to sword attack first and then use your breath. Although you've never seen him teleporting, Morcolt would have called it out as part of his positions.
Would he teleport from the breath? Either way, I'll keep the order. He'll breathe where he won't get Morcolt in the line and then try to chase down Vecna wherever he is.
Also, using Rage Spirits is a reaction which you can use when an ally gets damaged by an attack. Morcolt is just within range (30 feet), so if you want I can add that as a reaction during Vecna's turn. Vengeful Ancestors will allow you to put some of that damage back on Vecna.
Yes, he would send his ice mephits to save friends and hurt enemies as much as possible.
 


DND_Reborn

The High Aldwin
Broodhuz's Turn:

Broodhuzs moves and breathes his cold breath on Venca for 5 cold damage (half 10 due to resistance, half of 21 due to successful DC 15 DEX save by Vecna (13+3 = 16)).

He then continues moving and attacks Vecna using Reckless Attack, missing on his attack (1,2+10 = 12 vs. AC 18)!

Vecna laughs, taunting the barbarian, "Really, cold against ME! I am the depths of the frozen realms."

1656292162322.png


CURRENT HIT POINTS: (CORRECTED)

VECNA: 176 / 272
(-5)
Go'ban: 66 / 132
Morcolt: 101 / 131
Broodhuz: 140 / 149
Invulnar: 162 / 162


It is now Invular's Turn (@Stalker0)
 
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Stalker0

Legend
Invulnar's Turn: He will move straight west 30 ft (going north around the pillar). If I've angeled it right, I should be able to get a 5 ft line on vecna's square without clipping Broodhuz (if it helps get the angle right I can also fly upwards if its needed). I will then release a uni....ahem, I mean SUNBEAM from my mouth!!! (reminder save is at disadvantage due to undead).

Assuming I am still able to target vecna after that, I will throw on a quickened magic missile as a bonus action (upcast to 4th level which helps against "normal" counterspells"). Again, I will use empowered metamagic as necessary to get good damage results.
 

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