Vecna
Medium undead, neutral evil
Armor Class 25 (natural armor, wards)
Hit Points 450
Speed 50 ft., fly 50 ft.
STR 16 (+3) DEX 18 (+4) CON 18 (+4) INT 30 (+10) WIS 22 (+6) CHA 22 (+6)
Saving Throws Con +12, Int +18, Wis +14, Cha +14
Skills Arcana +26, Deception +14, History +26, Insight +14, Intimidation +14, Investigation +18,
Medicine +14, Nature +18, Perception +14, Persuasion +14, Religion +26, Stealth +12
Damage Resistances cold, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks
Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 24
Languages All
3 Legendary Actions (Spells).
3 Legendary Resistances.
Magic/Turning Resistance. Vecna has advantage on saving throws against Turn Undead, spells,
and other magical effects.
Regeneration. At the start of each of his turns, Vecna regains 20 hit points.
Paralyzing Touch: Melee spell attack: +18 to hit, reach 5 ft., one creature. Hit: 4d6 cold damage.
The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute,
repeating the saving throw.
Spells. Vecna has any spell he needs. His DC is 26, and he has +18 to hit with spell attacks. The
following is a handy list of spells he is most likely to use:
● Cantrips: Firebolt, Mage Hand, Mending, Message, Minor Illusion, Ray of Frost
● 1st level (6 slots): Absorb Elements, Detect Magic, Mage Armor, Magic Missile, Shield
● 2nd level (4 slots): Hold Person, Mirror Image, Misty Step, Shatter
● 3rd level (4 slots): Counterspell, Dispel Magic, Fear, Fireball
● 4th level (4 slots): Banishment, Blight, Death Ward
● 5th level (4 slots): Cone of Cold, Dominate Person, Synaptic Static
● 6th level (3 slots): Chain Lightning, Disintegrate, Mental Prison
● 7th level (2 slots): Crown of Stars, Finger of Death, Power Word Pain, Prismatic Spray
● 8th level (2 slots): Abi-Dalzim’s Horrid Wilting, Feeblemind, Maze, Power Word Stun
● 9th level (2 slots): Invulnerability, Meteor Swarm, Power Word Kill, Wish (for counterplay)
Lich Powers. Every round, on initiative count 20, Vecna will use one of the following powers:
● Forget: The target must make an Intelligence saving throw, or forget how to do one of the
following things based on Vecna’s choice: breathe, speak, or walk, repeat save.
● Remember: The target must make an Intelligence saving throw, or remember the worst
moment of its life, and become incapacitated for its next turn.
● Learn: The target must make an Intelligence saving throw, or emphatically believe some
piece of information to be true on its next turn, and take action accordingly.
Sphere of Annihilation. Vecna has enchanted his Sphere of Annihilation to move towards his
enemies. Every round, on initiative count 19, the Sphere moves 20 feet towards the closest enemy.
The target must make a DC 10 Dexterity saving throw or take 1d60+40 damage. If this brings the
target to 0 hit points, they are sucked into the Sphere and annihilated.
Items. Vecna has Shava’s Staff of the Magi.
Starting Spells. Vecna will start the final confrontation with the following spells already cast on
himself: Crown of Stars, Foresight, Invulnerability, Mirror Image