Vecna the Archlich

CreatureVEoRp. 2542014

Medium undead, lawful evil

Armor Class
18 (natural armor)
Hit Points
272 (32d8 + 128)
Speed
30 ft.
Challenge
26 (90,000 XP)
STR
14
+2
DEX
16
+3
CON
18
+4
INT
22
+6
WIS
24
+7
CHA
16
+3
Saving Throws
Con +12, Int +14, Wis +15
Skills
Arcana +22, History +14, Insight +15, Perception +15
Damage Resistances
cold; lightning; necrotic
Damage Immunities
poison; bludgeoning, piercing, slashing from nonmagical attacks
Condition Immunities
charmed; exhaustion; frightened; paralyzed; poisoned; stunned
Senses
truesight 120 ft., passive Perception 25
Languages
Common, Draconic, Elvish, Infernal

Traits

Legendary Resistance (5/Day).

If Vecna fails a saving throw, he can choose to succeed instead.

Special Equipment.

Vecna carries a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a +2 Dagger.

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 new body appears within 100 miles of where he was slain. When the new body is complete, Vecna regains all his hit points and becomes active again.

Actions

Multiattack.

Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Afterthought.

Afterthought.

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 9 (2d8) necrotic 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 must 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 5.

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 has the frightened condition for 1 minute. On a successful save, the creature takes half as much damage only. 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

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 plus the spell's level). On a successful check, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 (3d6) psychic damage if the spell fails.

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.

Spellcasting

Spellcasting.

Vecna casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22):

Raw data
{
  "ac": [
    {
      "ac": 18,
      "from": [
        "natural armor"
      ]
    }
  ],
  "cr": "26",
  "hp": {
    "average": 272,
    "formula": "32d8 + 128"
  },
  "cha": 16,
  "con": 18,
  "dex": 16,
  "int": 22,
  "str": 14,
  "wis": 24,
  "name": "Vecna the Archlich",
  "page": 254,
  "save": {
    "con": "+12",
    "int": "+14",
    "wis": "+15"
  },
  "size": [
    "M"
  ],
  "type": {
    "tags": [
      "wizard"
    ],
    "type": "undead"
  },
  "bonus": [
    {
      "name": "Vile Teleport",
      "entries": [
        "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 ({@damage 3d6}) psychic damage. If at least one creature takes this damage, Vecna regains 80 hit points."
      ]
    }
  ],
  "isNpc": true,
  "skill": {
    "arcana": "+22",
    "history": "+14",
    "insight": "+15",
    "perception": "+15"
  },
  "speed": {
    "walk": 30
  },
  "trait": [
    {
      "name": "Legendary Resistance (5/Day)",
      "entries": [
        "If Vecna fails a saving throw, he can choose to succeed instead."
      ]
    },
    {
      "name": "Special Equipment",
      "entries": [
        "Vecna carries a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a {@item +2 Dagger}."
      ]
    },
    {
      "name": "Undying",
      "entries": [
        "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 {@dice 1d100} years. Vecna's new body appears within 100 miles of where he was slain. When the new body is complete, Vecna regains all his hit points and becomes active again."
      ]
    }
  ],
  "__prop": "monster",
  "action": [
    {
      "name": "Multiattack",
      "entries": [
        "Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Afterthought."
      ]
    },
    {
      "name": "Afterthought",
      "entries": [
        "{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 9 ({@damage 2d8}) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 ({@damage 2d8}) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target must 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."
      ]
    },
    {
      "name": "Flight of the Damned {@recharge 5}",
      "entries": [
        "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 ({@damage 8d8}) necrotic damage and has the {@condition frightened} condition for 1 minute. On a successful save, the creature takes half as much damage only. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
      ]
    },
    {
      "name": "Rotten Fate",
      "entries": [
        "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 ({@damage 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."
      ]
    }
  ],
  "immune": [
    "poison",
    {
      "cond": true,
      "note": "from nonmagical attacks",
      "immune": [
        "bludgeoning",
        "piercing",
        "slashing"
      ]
    }
  ],
  "resist": [
    "cold",
    "lightning",
    "necrotic"
  ],
  "senses": [
    "truesight 120 ft."
  ],
  "source": "VEoR",
  "passive": 25,
  "hasFluff": true,
  "hasToken": true,
  "miscTags": [
    "AOE",
    "MW"
  ],
  "reaction": [
    {
      "name": "Dread Counterspell",
      "entries": [
        "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} plus the spell's level). On a successful check, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 ({@damage 3d6}) psychic damage if the spell fails."
      ]
    },
    {
      "name": "Fell Rebuke",
      "entries": [
        "In response to being hit by an attack, Vecna utters a fell word, dealing 10 ({@damage 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."
      ]
    }
  ],
  "alignment": [
    "L",
    "E"
  ],
  "languages": [
    "Common",
    "Draconic",
    "Elvish",
    "Infernal"
  ],
  "senseTags": [
    "U"
  ],
  "traitTags": [
    "Legendary Resistances"
  ],
  "actionTags": [
    "Multiattack"
  ],
  "damageTags": [
    "N",
    "P",
    "Y"
  ],
  "languageTags": [
    "C",
    "DR",
    "E",
    "I"
  ],
  "spellcasting": [
    {
      "name": "Spellcasting",
      "type": "spellcasting",
      "will": [
        "{@spell Animate Dead} (as an action)",
        "{@spell Detect Magic}",
        "{@spell Dispel Magic}",
        "{@spell Fly}",
        "{@spell Lightning Bolt}",
        "{@spell Mage Hand}",
        "{@spell Prestidigitation}"
      ],
      "daily": {
        "1e": [
          "{@spell Dominate Monster}",
          "{@spell Globe of Invulnerability}",
          "{@spell Plane Shift} (self only)"
        ],
        "2e": [
          "{@spell Dimension Door}",
          "{@spell Invisibility}",
          "{@spell Scrying} (as an action)"
        ]
      },
      "ability": "int",
      "displayAs": "action",
      "headerEntries": [
        "Vecna casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 22}):"
      ]
    }
  ],
  "hasFluffImages": true,
  "reactionHeader": [
    "Vecna can take up to three reactions per round but only one per turn."
  ],
  "conditionImmune": [
    "charmed",
    "exhaustion",
    "frightened",
    "paralyzed",
    "poisoned",
    "stunned"
  ],
  "damageTagsSpell": [
    "L",
    "O"
  ],
  "isNamedCreature": true,
  "conditionInflict": [
    "frightened"
  ],
  "spellcastingTags": [
    "O"
  ],
  "savingThrowForced": [
    "constitution"
  ],
  "conditionInflictSpell": [
    "charmed",
    "invisible"
  ],
  "savingThrowForcedSpell": [
    "charisma",
    "dexterity",
    "wisdom"
  ]
}