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Vecna, the Whispered One

God of Evil Secrets

Description

Vecna is the evil god of undead, necromancy, and secrets. He rules that which is not meant to be known and that which people wish to keep secret. Evil spellcasters, particularly those who practice necromancy, pay him homage as well as conspirators and those who would hoard secret knowledge for themselves.   Following his tenets, Vecna expects his followers to become experts in deception and manipulation, so as to conceal their intentions and the secrets they keep. They should also seek out those with the potential for similar evil and explicit those people's weaknesses to achieve their own goals, goals which will eventually lead to Vecna's complete rule and dominion of Albion.  

Tenets of The Whispered One

  • Never reveal all that you know.
  • Find the seed of darkness in your heart and nourish it; find it in others and exploit it to your advantage.
  • Oppose the followers of all other deities so that Vecna alone can rule the world.
 

Piety Abilities

Vecna's Devotee

Piety 3+ Vecna trait

As a devotee of Vecna, your life is intertwined with the fate of the dead. You gain the ability to cast Inflict Wounds with this trait. Vecna's blessing manifests, causing your hand to become skeletal and become enveloped in green, arcane flames for the duration of the casting. You may cast this spell in this way a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Intelligence is your spellcasting modifier for this spell.  

Vecna's Votary

Piety 10+ Vecna trait

You gain the ability to cast Animate Dead with this trait. Once you cast this spell in this way, you can't do so again until you finish a long rest. Intelligence is your spellcasting modifier for this spell.  

Vecna's Disciple

Piety 25+ Vecna trait

When you fail an Intelligence or Wisdom saving throw, you can reroll the die, and you must use the new roll. Once you use this roll, you can't do so again until you finish a long rest. In addition, when you cast Animate Dead from your Vecna's Votary trait, you cast it at 4th level.  

Champion of The Whispered One

Piety 50+ Vecna trait

You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2.  

History

The Prime Millenia

When Vecna first discover the world of Albion, observing it in its infancy, he saw the perfect opportunity to establish a strong religion in his name. He slowly began to spread his influence, targeting those with evil already in their hearts, which he could cultivate and bend to his will. These individuals would later come to lead the first cults dedicated to him, cults whose goal it was to end the worship of other gods (both creator and destroyer), so that Vecna would be the only worshiped god in the world.  

The Age of Ascension

To Be Confirmed.  

The Post-Aspect Era (The Era of Restoration)

Despite the destruction of his aspect during the wars, the influence of Vecna and his followers endured. They had successfully stolen away vast amounts of knowledge from the world during this time, and although many of the follower who had done this had also perished, this put the Vecna's followers in the unique position of knowing this knowledge existed unlike many group who would also desire it. One group Vecna and his follower are still weary of to this day are the followers of Ioun, who fervently stand against their hoarding of hidden knowledge and relentlessly pursue the same lost secrets of the world.  

Worship

Places of Worship

  • here

Notable Worshipers

  • here
 

Aspect of Vecna CR: 30

Medium undead, neutral evil
Armor Class: 18 (Natural Armour)
Hit Points: 323 (34D8+170)
Speed: 30 ft

STR

20 +5

DEX

18 +4

CON

21 +5

INT

30 +10

WIS

30 +10

CHA

24 +7

Saving Throws: Constitution +14, Intelligence +19, Wisdom +19
Skills: Arcana +28, History +19, Insight +19, Perception +19
Damage Resistances: Cold, Lightning, Necrotic
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Condition Immunities: Charmed, Disease, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned
Senses: Truesight 120ft., Passive Perception 29
Languages: Common, Draconic, Elvish and Infernal
Challenge Rating: 30

Spellcasting. The aspect casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 27):

  • At Will: animate dead (as an action), detect magic, dispel magic, fly, lightning bolt, mage hand, prestidigitation.
  • 2/Day each: dimension door, invisibility, scrying (as an action).
  • 1/Day each: dominate monster, globe of invulnerability, plane shift (self only).
  • 1/30 Days: wish.
The Eye of Vecna. The eye has 8 charges. The aspect can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it:
  • Clairvoyance (2 charges)
  • Crown of Madness (1 charge)
  • Disintegrate (4 charges)
  • Dominate Monster (5 charges)
  • Eyebite (4 charges)
The eye regains 1D4+4 expended charges daily at dawn.   The Hand of Vecna. The hand has 8 charges. The aspect can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it:
  • Finger of Death (5 charges)
  • Sleep (1 charge)
  • Slow (2 charges)
  • Teleport (3 charges)
The hand regains 1D4+4 expended charges daily at dawn.


Special Equipment. The aspect carries the eye and hand of vecna as well as a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a +2 dagger.   Legendary Resistance (5/Day). If the aspect fails a saving throw, he can choose to succeed instead.   Premonitions of Danger. Unless the aspect is incapacitated, he can't be surprised.   Regeneration. If the aspect starts his turn with at least 1 hit point, he regains 1D10 hit points.   Unusual Nature. The aspect doesn't require air, food, drink, or sleep.   Rise from the Grave (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, his current hit point total instead resets to 300 hit points, he recharges his Flight of the Damned, and he regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect after his Rise from the Grave activates.

Actions

Multiattack. The aspect uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Afterthought.   Afterthought. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 1D4+7 piercing damage, 2D8 cold damage and 2D8 necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 2D8 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.   Flight of the Damned (Recharge 5–6). The aspect 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 27 Constitution saving throw. On a failed save, the creature takes 8D8 necrotic damage and is frightened of the aspect 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. The aspect causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 27 Constitution saving throw, taking 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 the aspect's next turn and acts immediately after the aspect in the initiative order. The zombie is under the aspect's control.   Jellification. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points as its bones turn to jelly.   X-Ray Vision. Vecna use an action to see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To Vecna, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.     BONUS ACTIONS   Vile Teleport. The aspect 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 3D6 psychic damage. If at least one creature takes this damage, Vecna regains 80 hit points.

Reactions

The aspect can take up to three reactions per round but only one per turn.   Dread Counterspell. The aspect 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, the aspect 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 3D6 psychic damage if the spell fails.   Fell Rebuke. In response to being hit by an attack, the aspect utters a fell word, dealing 3D6 necrotic damage to the attacker, and the aspect teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.

Legendary Actions

The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn.   Teleport. The aspect uses its vile teleport, except he does not regain any hit points.   Attack (Costs 2 Actions). The aspect attacks with Afterthought.   Word of Demise (Costs 3 Actions). The Aspect chooses a creature he can see within 120 feet and utters foul, arcane words which drain their life force. The target must make a DC 27 Constitution saving throw. On a failed save, the creature takes taking 16D8 necrotic damage and suffers two levels of exhaustion. On a successful save, the creature takes half as much damage and doesn't suffer any exhaustion.     MYTHIC ACTIONS   If the aspect's Rise from the Grave trait has activated in the last hour, he can use the options below as legendary actions.   Flight of the Damned (Costs 2 Actions). The aspect recharges his Flight of the Damned and uses it.   Necrotic Storm (Costs 3 Actions). The aspect unleashes a wave of deadly, necrotic energy in a 60-foot radius centered on itself. Each other creature in the area must make a DC 27 Constitution saving throw, taking 8D8 necrotic damage on a failed save, or half as much on a success. Until the end of the aspect's next turn, the area is filled with magical darkness.

Divine Classification
Destroyer God
Alignment
Neutral Evil
Children
Gender
Male (he/him)
Divine Domains
Arcana, Death, Grave and Knowledge

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