Vecna a 30th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 28, +20 to hit with spell attacks). Vecna has the following 40 spells prepared, he can replace these spells with any wizard spell or spell within The Book of Vile Darkness, with an hour of study. Vecna cast a wizard spell as a ritual if that spell has the ritual tag. He doesn't need to have the spell prepared. Cantrips: Chill Touch, Fire Bolt, Green-Flame Blade, Lightning Lure, Mage Hand, Mending, Message, Prestidigitation 1st (6): Detect Magic, Disguise Self, Gift of Alacrity, Shield, Silvery Barbs 2nd (5): Arcane Lock, Blindness/Deafness, Hold Person, Knock, Shatter, Suggestion 3rd (5): Blink, Counterspell, Dispel Magic, Fly, Sending 4th (5): Banishment, Blight, Dimension Door, Greater Invisibility, Locate Creature 5th (4): Dominate Person, Hold Monster, Scrying, Telekinesis 6th (3): Circle of Death, Flesh to Stone, Globe of Invulnerability, Soul Cage 7th (3): Forcecage, Plane Shift, Prismatic Spray, Reverse Gravity 8th (2): Abi-Dalzim's Horrid Wilting, Antimagic Field, Feeblemind, Mind Blank 9th (1): Gate, Meteor Swarm, Power Word: Kill, Time Stop
Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead. Special Equipment. Vecna carries The Book of Vile Darkness and treats all spells within as wizard spell while Attuned, Afterthought, a Robe of the Archmagi, a Bag of Holding and several other magic items including rings, potions and scrolls. Dread Counterspell. Vecna always has Counterspell prepared and can cast it at 3rd level without expending a spell slot. When countering a spell, whatever the spell's level, the caster takes 10 (3d6) psychic damage if the spell fails. Undying. If Vecna is slain without a phylactery, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 10d100 years. Vecna's soul can fashion a new body even if its old body was burned to ash or otherwise obliterated. When the new body is complete, Vecna regains all his hit points and becomes active again. Vecna's new body appears anywhere within 100 miles of where Vecna was slain. Turn Immunity. Vecna is immune to any effect that turns undead. Unusual Nature. Vecna doesn't require air, food, drink, or sleep.
Multiattack. Vecna uses Flight of the Damned (if available), Rotten Fate, casts a spell with a casting time of 1 action or uses an action granted by a Magic Item he's Attuned to. 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 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). 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 is frightened of Vecna 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. 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.
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.
Vecna can take up to three reactions per round but only one per turn. 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.
Lair Actions On initiative count 20 (losing initiative ties), Vecna takes a lair action to cause one of the following effects; Vecna can’t use the same effect two rounds in a row: