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Vecna - Eye of Ruin

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216 views16 pages

Vecna - Eye of Ruin

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Call me Crafter
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© © All Rights Reserved
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● Swashbuckler Rogue/Warlock

● Celestial Warlock
● Barbarian/Druid
● Assassin Rogue
● Faerie Necromancer
● Kobold Bard

To do-
Prepare the “Bride of Vecna” NPC,(situated within the Tomb of Wayward souls, as a boss
encounter before leaving.

Encounter planning:

Darkest devotion:
Takes place in a secluded chapel complex inside the Tomb. Surrounded by great dark braziers
and bannarets, His Devoted makes her way to the central pulpit to prepare for the ritual to
come.

Bride of Vecna
CR 16 medium undead spellcaster (Neutral evil)

AC 18

266 HP

30 ft (walking)

- - -

Strength 12 (+1)

Dexterity 15 (+3)

Constitution 17 (+3)
Intelligence 20 (+5)

Wisdom 22 (+6)

Charisma 24 (+7)

Immune to non magical bludgeoning, piercing, and slashing damage; Poison, Necrotic

Resistant to bludgeoning, piercing, and slashing damage; lightning, acid, and cold

- - -
Abilities
- - -

-Legendary resistance (3/day)

-Till death do us part


When she is destroyed, the Bride of Vecna will return to life in 1d4+1 days, forming around the
casket that holds her heart.
She forms with all her equipment, and any equipment that was taken from her disappears, and
reappears on her.

-Turn resistance
The Bride of Vecna is immune to effects that turn undead

-Unerring Devotion
The Bride of Vecna has advantage on saves against effects that charm or frighten her.

- - - - - - - -

Actions

– - - - - - - -

-Multiattack
The Bride of Vecna makes three attacks with Aspect of the Eye. She can replace any Aspect of
the Eye attack with an Aspect of the Hand attack.
She can replace 2 Aspect of the Hand or Eye attacks with a single use of Baleful Majesty

-Aspect of the Eye


120 ft range, magical spell attack.
+10 to hit
On a hit, a creature takes 3d12+10 Necrotic damage, and 3d8+4 Force damage.
It must also make a constitution saving throw (DC 18) or be blinded until the start of its next
turn.
The Bride of Vecna can also choose to forfeit the Force damage in order to also make the
creature Charmed on a failed Con save.

-Aspect of the Hand


10 ft range, Melee spell attack
+10 to hit
On a hit, a creature takes 6d6+12 Force damage, and is pushed directly backwards 15 ft and
knocked prone.

The Bride of Vecna can choose to forfeit the shoving effect in order to frighten the creature on a
failed DC 18 wisdom save.

-Baleful Majesty
(Recharge 4-6)
45 ft radius emanation
Creatures within the radius must make a Wisdom saving throw (DC 18) or be Charmed and
Frightened for 1 minute and take 10d8 Psychic damage. On a successful save, they are not
charmed, and take half as much damage.

A creature can repeat the save at the end of each of its turn, and ends the effect on a success.

-Gaze of Vecna
(Recharge 5-6)
60 ft cone

Any spells active within the cone not cast by the Bride of Vecna are instantly ended.
All creatures within the cone must make a Charisma saving throw (DC 20) or have their
movement reduced to zero until the end of their next turn, and be forced to kneel (knocked
prone)

All creatures within the cone that are Charmed or Frightened by the Bride of Vecna also take
6d12 Psychic damage and 6d12 Necrotic damage. This damage immediately ends both of
those effects on the targets.

-Call to Service
Recharge 6
120 ft emanation

The Bride of Vecna can choose up to 12 recently deceased creatures within the emanation.
She then resurrects them under her control as Vecnan Amalgams
She can command the Amalgams as a Bonus action on her turn, or as part of the action of
summoning her.

*Spellcasting*
The Bride of Vecna has the ability to cast the following spells
DC 18, +12 to hit

-At will:
Greater Mage armor ( 11 + Charisma)
Bane
Alter self

-3/day each
Bestow curse
Dispel magic
Fear
Lightning Bolt
Fireball

-2/day each
Sickening Radiance
Wall of Fire
Polymorph
Blight
-1/Day each
Destructive Wave
Dominate Person
Insect Plague
Planar Binding

- - - - -

Bonus Actions

- - - - -

-Winds of Witchery
The Bride of Vecna gains a flying speed until the end of her turn, and her speed increases by 30
ft.
Until the end of her turn, she does not provoke opportunity attacks, and any creature she moves
within 5 ft of takes 4d12 necrotic damage, and has disadvantage on the next attack it makes.
A creature can only take damage from this effect once per turn.

- - - - -

Reactions

- - - - -

The Bride of Vecna can take 3 reactions per round, but only one per turn.

-Reprisal of the Damned


As a reaction to a creature she can see casting a spell of 1st level or higher, she can deal 2d10
Psychic damage to that creature for each level of the spell cast. (2d10 at 1st, 4d10 at 2nd, and
so on)

-Untouchable
As a reaction to being hit by an attack, the Bride of Vecna can teleport 30 ft to a place that she
can see, and gain a +2 bonus to her AC until the start of her next turn.

- - - - -

Legendary actions

- - - - -
The Bride of Vecna can take 3 Legendary actions per round, and she regains all uses at the
start of her turn.

-Swift repositioning (1 Action)


The Bride of Vecna moves up to her speed

-Hand-eye coordination (1 Action)


The Bride of Vecna makes one Aspect of the Hand or one Aspect of the Eye attack

-Kneel! (2 actions)
The Bride of Vecna uses Baleful Majesty or Gaze of Vecna.

Mercurial mercenaries:

In whatever space you find yourself in, you can hear the distant din of battle. Screams and
rending metal tell the tale of a vicious brawl, still going full tilt by the time you arrive.

You come upon A large open area. Situated in the center is a behemoth of a man, standing far
above all others on the field, bedecked with Greatplate and Zweihander.

He stands alert, doing everything in his power to protect the smaller figure at his back.

A woman, wearing a burned and grime-stained noble’s dress. The Bright greens and pinks
stand out amongst the dried blood and gore of the field she stands on.

Around them lie the corpses of scattered brigands and highwaymen, and behind them lie the
slain corpses of the horses they rode to this place, lying in front of their shattered wagon.

It would seem that they were ambushed here, likely chosen as targets for their rich clothing and
noble bearing.

A mistake if there ever was one, as you watch the giant man cut down another brigand in a
single blow, as easily as felling wheat.
The woman too wields powerful magic, making two more would-be robbers fall to their knees,
weeping blood and ichor.

As the smoke from the burning carriage begins to clear, the giant figure stands straighter and
takes notice of the party.
- - - - -

Alternate encounter:

The players get there after the fighting stops, to find Tarhos unconscious on the ground, barely
clinging to life.

Something powerful attacked him and his wife, and it took her.
The players can then do what they will, but a quest will ensue if they choose to try to help him.

- - - - -

Alternate-alternate encounter

Tarhos and his wife fled away from their home, pursued by powerful undead creatures.
They eventually caught them, nearly killing Tarhos, and taking Pix with them.
The players find his almost-corpse surrounded by a pile of the creatures.

His first thoughts after waking are “where is my wife”, and “are the boys okay”
The children he holds stewardship over, Sandor, Durkos, and Gabri, were ordered to stay
hidden in the basement of their keep.

But as the two of them rode away, they could see the creatures breaking inside.

Armored Knight
“Tarhos Kovacs”
Medium Humanoid

AC 19 (Full Plate)

230 HP

25 ft walking speed

STR (20 +5)


DEX (10 +0)
CON (18 +4)
INT (14 +2)
WIS (15 +2)
CHA (16 +3)
Resistant to non magical piercing and slashing; Cold, fire, poison

Vulnerable to Lightning

Saving throws:

STR (+10)
CON (+12
WIS (+8)
- - - - -

Features

- - - - -

-Hubris
Whenever a creature hits Tarhos with an attack, Tarhos gains advantage on his next attack
against that creature.
That attack also ignores resistance and immunity to damage, and deals an additional 2d6
damage.

-Nowhere to Hide
Tarhos has Blindsight out to 30 ft, and has advantage on perception checks and checks made
to track and find creatures.
After making an opportunity attack, he can also move up to his speed towards the creature that
triggered it.

-Face the Darkness


Whenever Tarhos reduces a Creature to zero HP, all other creatures of Tarhos’s choice within
60 ft must make a wisdom saving throw (DC 17) or be frightened of him until the end of his next
turn.
Creatures that are frightened this way have their speed reduced to zero, and cannot benefit
from invisibility.

-Fervent protection
Whenever Tarhos sees Pix take damage from any source, as a reaction, he can move up to
twice his speed towards her, or the source of the damage.
If he moves towards her, and reaches her, she takes half damage from that source, and he
takes the same amount of damage.
If he moves towards the source of that damage, and reaches it, he can make 2 melee attacks
against the source of the damage if it is a creature.

-Fury
If Tarhos sees Pix be reduced to zero HP, he flies into a frenzied rage.
He gains resistance to all physical damage, and can make 2 additional attacks with his
Claymore as part of his Multiattack.
He has advantage on attacks made against the creature that reduced Pix to zero HP, and his
attacks score a critical hit on an 18-20 against that creature.

-Massive stature
Tarhos has advantage on Strength checks and saving throws, and cannot be moved against his
will.
- - - - -

Actions

- - - - -

Multiattack
Tarhos makes 2 attacks with his Claymore
He can replace any attacks he makes with his Claymore with a Batter

-Claymore
+10 to hit
10 ft reach
4d6 +8 slashing damage
Target is knocked prone on a failed strength save (DC 15)

-Batter
+10 to hit
5 ft reach
2d8 +2 Bludgeoning
Target is knocked backwards 20 ft, and takes an additional 2d8 +2 bludgeoning damage if it
collides with a solid object its size or larger, or another creature. If it collides with another
creature, the total damage is split between the two.

The creature is then knocked prone. If the target hits another creature, both creatures are
knocked prone.

-Execute
Recharge 5-6
Tarhos makes a single melee attack with advantage against a creature with less than ½ its
maximum HP remaining.
+14 to hit
4d6 + 8 slashing
Ignores resistance to physical damage
Has a critical hit range of 15-20
Deals an additional 2d6 damage on a crit (for a total of 10d6 + 8)
If this attack reduces a creature to zero HP, the creature is decapitated.

- - - - -

Reactions:

Tarhos Kovacs and make 2 reactions each round, but only one per turn

- - - - -

-Parry and riposte


As a reaction to being hit by an attack, Tarhos can block with his weapon and reduce the
damage taken by 4d6+8. If he fully blocks the damage, he can make a single Claymore attack
against the triggering creature, if it is in range.

-Protect
As a reaction to Pix being hit by an attack, if Tarhos is within 10 ft of her, he can change the
attack to target himself instead.

Noblewoman
“Pix Kovacs”
Medium Humanoid

AC 16

130 HP

35 ft walking speed

STR (10 +0)


DEX (12 +1)
CON (16 +3)
INT (18 +4)
WIS (18 +4)
CHA (20 +5)

Resistant to Psychic, Radiant, necrotic


Vulnerable to Fire

Saving throws:

WIS (+12)
CHA (+10)
INT (+8)

- - - - -

Features

- - - - -

-Inured to magic
Pix has advantage on saving throws against spells or other magical effects, and whenever she
would take half damage from a magical effect, she instead takes no damage.

-Vicious-er Mockery
Whenever Pix deals damage to a creature with her Mental Rend, she gains a cumulative +2
bonus to attack rolls against that creature for the next minute, and her Mental Rend deals an
additional cumulative 2d4 Psychic damage.

-Fury
When Pix sees Tarhos be reduced to zero HP, she enters a despair fueled rage.
She gains resistance to all physical damage, and creatures have disadvantage on saving
throws against her spells and attacks.
She also has advantage on attack rolls.

Once per turn when she deals damage to the creature that reduced Tarhos to zero HP, she can
choose to give that creature Vulnerability to that damage.

-Slight Stature
Creatures have disadvantage on opportunity attacks against Pix, and she counts as having Half
Cover while within 10 ft of Tarhos.

-Fervent Retribution
As a reaction to seeing Tarhos take damage from any source, Pix can choose to either have
Tarhos take halved damage from that singular source, or either make 2 Mental Rend attacks
against the triggering creature, or cast a spell on it.

- - - - -
Actions

- - - - -

Multiattack
Pix makes 2 Mental Rend attacks
She can replace any mental rend attack she makes with a use of Compel

-Mental Rend
+12 to hit
80 ft range
6d4 + 6 Psychic damage
Target makes a Wisdom saving throw (DC 16)
On a failure, the target has disadvantage on attack rolls and saving throws until the end of its
next turn.

-Compel
+10 to hit
60 ft range
On a hit, the target must move up to its speed in a direction of her choice, then make a
Charisma saving throw.
On a failure, it must take an action of her choice. That cannot be the Magic action.

Spellcasting
Pix is a 15th level spellcaster, with the ability to cast the following spells

1 (4 slots)
Shield, Command, Dissonant Whispers, Silvery Barbs

2 (3 slots)
Misty Step, Crown of Madness, Hold Person, Silence

3 (3 slots)
Counterspell, Fear, Slow

4 (3 slots)
Polymorph, Ice Storm, Compulsion, Dimension Door

5 (2 slots)
Cone of Cold, Temporal Shunt
6 (1 slot)
Eyebite, Globe of Invulnerability

7 (1 slot)
Resurrection

8 (1 slot)
Reality Break

- - - - -

Bonus Actions

- - - - -

Overcharge (3/day)

She can change the casting time of a spell with a casting time of one action to have the casting
time of one bonus action.

- - - - -

Reactions

Pix can take 2 reaction per round, but only one per turn

- - - - -

-In the Nick of Time (1/day)


As a reaction to Tarhos falling unconscious, Pix can immediately cast resurrection at instant
speed on Tarhos if she has the spell slot to do so. For this casting, the spell has a range of 60 ft.

She can then also immediately cast Dimension Door to teleport herself and Tarhos to safety as
part of this reaction.

Quest details

Possible rewards:
Lots of cash. (LOTS)

Light magical items

“The Jawbreaker” A giant magical greatsword

Charms themed around THE BOYSS

A Tiny Jeweled Cleaver

-Holder has advantage on strength checks and saving throws, and deals double damage to
objects and physical materials.

-Can expend a charge when hitting with a melee attack to knock the target prone, and deal an
extra 3d12 force damage.

3 charges- regains 1 at dawn.

A Tiny Jeweled Dagger

-Holder gains advantage on attack rolls against a creature if another ally is within 5ft of that
creature, and advantage on dexterity checks and saving throws.

-Can expend a charge when hitting with a weapon attack to make the attack a critical hit, and
make the target poisoned until the end of its next turn.

3 charges- regains 1 at dawn.

A Tiny Jeweled Branding Iron

-Holder gains advantage on constitution checks and saving throws, and may add their
proficiency bonus to any damage roll made against a creature suffering from a negative affect or
condition.

-Can expend a charge when hitting with an attack to set the target alight in binding flames. The
target takes an additional 4d6 fire damage, and is blinded and deafened for 1 minute. It takes
the fire damage again each turn until it makes the con save.
At the start of its turn, it can make a con save against a DC of 17. On a success, all effects end.

3 charges- regains 1 at dawn.


Spell compendium

-Shield
Grants a barrier to deflect attacks

-Command
Compels someone to do something against their will (Cannot directly harm them or their allies)

-Silvery Barbs
A very interposition to prevent someone from doing something (Think a disruptive phrase that
foils an action)

-Dissonant Whispers
Evil ASMR that forces a creature to move away from you in fear

-Misty step
Teleportation

-Crown of Madness
A temporary enchantment to a creature that forces it to attack its allies

-Hold Person
Freezes someone in place

-Silence
Makes an area of no sound

-Counterspell
Prevents the casting of a spell

-Fear
Causes uncontrollable fear in an area, forcing people to run away.

-Slow
Causes people to be temporarily slowed down, think stuck in slow motion.

-Polymorph
Turns someone into something else (example, turning a human into bear)

-Ice storm
Rains down hail and ice to make a slippery area, and hurt anyone caught inside

-Compulsion
Controls a person’s movement
-Dimension Door
A long-distance teleport that allows you to bring a passenger.

-Cone of Cold
A massive blast of ice that freezes anything caught inside.

-Temporal Shunt
Temporarily ejects someone from our timestream.

-Eyebite
Makes your eyes glow spookily, and lets you look at people to make them afraid, fall asleep, or
get violently ill.

-Globe of Invulnerability
Creates an invulnerable globe that prevents anything inside it from being damaged by anything
outside it.

-Resurrection
Brings someone back to life

-Reality Break
You subject someone to the full horror of the cosmos, plunging their body and mind into the
deepest unknowable depts of the outer void.
Can freeze people, stun people, tear people apart, and teleport people.

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