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## Thought of Vecna --- Thoughts of Vecna are the heads of an organ of Vecna, the name given to each congregation within the church of Vecna. A thought of Vecna is typically the most powerful and favourably treated member of the congregation, wielding great power and respect among other followers, and everyone else if they know what is good for them. ***Blessed Are Those.*** Not only are the followers of Vecna "blessed" in such a way that the magic they draw from their god is fouled and unholy, but the thoughts of Vecna are also expected to continue serving even beyond death, becoming subservient cleavergaunts in the service of their superiors long after their mortal form has perished. ***Raising Numbers.*** The thoughts of Vecna are charged with recruiting members for the eternal armies of Vecna, their preferred methoods being necromancny and the raising of the dead as their servants. The thoughts of Vecna are unique in their ability to sap the lifeforce from living creatures and re-purposing that energy to animate the dead. This skill is very useful in mass raising of the dead, especially when survivors or their raids can be used to fuel their magic.
___ ___ > ## Thought of Vecna >*Medium undead, lawful evil* > ___ > - **Armor Class** 16 (natural armour) > - **Hit Points** 180 (24d8 + 72) > - **Speed** 30 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2)|16 (+3)|15 (+2)|20 (+5)|16 (+3)| >___ > - **Saving Throws** Con +9, Wis +11, Cha +9 > - **Skills** Insight +11, Intimidate +14, Religion +13 > - **Damage Resistances** cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** darkvision 120 ft., passive Perception 15 > - **Languages** Common, Undercommon, plus up to two other languages > - **Challenge** 17 (18,000 XP) > ___ > > ***Follower of Vecna.*** Any spell the thought of Vecna casts that deals radiant damage deals necrotic damage instead. > > ***Innate Spellcasting.*** The thought of Vecna's innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It can cast the following spells: > > At will: *blindness/deafness, inflict wounds* > 3/day each: *contagion, dispel magic, harm, life > transference, zone of truth* > 1/day each: *create undead, death ward\*, divine word, > finger of death, holy weapon, spiritual weapon, true > seeing* > > \**The thought of Vecna casts this spell on itself before combat.* > > ***Legendary Resistance (2/Day).*** If the thought of Vecna fails a saving throw, it can choose to succeed instead. > > ***Parting Gift.*** When the thought of Vecna is reduced to 0 hit points, it is unconscious but does not die. Instead, its body rapidly decomposes, and at the start of its next turn the thought of Vecna becomes a cleavergaunt with full hit points. > > ***Sunlight Sensitivity.*** While in sunlight, the thought of Vecna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > > ### Actions > > ***Necromancer's Bolts.*** The thought of Vecna fires bolts of necromantic energy at up to three creatures it can see within 30 feet of it. Each target must make a DC 19 Constitution saving throw or take 22 (4d10) necrotic damage. > One pile of bones or corpse of a Medium or smaller humanoid within 10 feet of each target is affected as if by the *animate dead* spell. > > ### Legendary Actions > The thought of Vecna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The thought of Vecna regains spent legendary actions at the start of its turn. > > **Intimidate.** The thought of Vecna makes one Charisma (intimidate) check. > **Necromancer's Bolts (Costs 2 Actions).** The thought of Vecna uses necromancer's bolts. > **Cast a Spell (Costs 3 Actions).** The thought of Vecna casts an innate spell.
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