Vecna is a god of Secrets, Undeath, and Magic. His spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). Vecna has the following spells prepared and can cast them without material components:
Cantrips (at will): mage hand, shocking grasp, toll the dead, ray of frost
1st Level (6 slots): absorb elements, detect magic, find familiar, gift of alacrity, magnify gravity, magic missile, silvery barbs, unseen servant.
2nd Level (6 slots): fortune’s favor, immovable object, locate object, Rime’s binding ice, rope trick, web.
3rd Level (5 slots): counterspell, fireball, glyph of warding, hypnotic pattern, Leomund’s tiny hut, phantom steed, sleet storm.
4th Level (4 slots): dimension door, Mordenkainen’s private sanctum, polymorph, summon greater demon.
5th Level (4 slots): planar binding, synaptic static, wall of force, modify memory.
6th Level (3 slots): contingency.
7th Level (3 slots): forcecage, mirage arcane, reverse gravity, tether essence.
8th Level (3 slots): antipathy/sympathy, dark star, demiplane, maze, mind blank.
9th Level (2 slot): foresight, true polymorph, wish.
Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead.
Magic Resistance. Vecna has advantage on saving throws against spells and other magical effects.
Reactive. Vecna can take up to three reactions per round but only one per turn
Special Equipment. Vecna carries a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a +3 dagger that permanently affects the user with the haste spell whilst they hold it and get advantage on any attack roll they make against a creature they damaged their previous turn until the start of their next turn. If Vecna has his hand and eye, the items are integrated into his godly form and destroyed, and Vecna becomes capable of using special rituals in the Book of Vile Darkness that only his old blood could activate.
Godly Immortality. Vecna doesn’t require air, food, drink, or sleep, and his form can not be assumed by any magical means, such as with a true polymorph spell. If Vecna drops to 0 hit points or is otherwise slain, he instead drops to 1 hit point. If he is imprisoned in a way that he can not normally escape, as the Imprisonment spells, Vecna can also reform himself anywhere across reality after an amount of time decided by the DM. The only way to kill Vecna, as with any other god, is with the singularity of a black hole, the only known object just as abstract as a deity's godly essence. After creating and stabilizing a black hole, which can be done by casting gate as soon as two bags of holding are put inside one another and maintaining concentration on the spell, one can attempt to reveal the singularity by doing between 500 and 600 lightning or force damage to the blackhole and hitting it with a weapon attack as soon as it reaches that range. The black hole has an AC of 30. If the process is successful, the black hole's singularity will be revealed and can be hit by an artifact to use against Vecna as a weapon attack. If the attack hits and drops Vecna to 0 hit points, he is permanently destroyed. If anything goes wrong with the process, such as if the caster loses concentration on the gate spell, the attacker fails to hit the black hole or hits the black hole when it is not at the threshold, the black hole will escape and wreak havoc on its surroundings.
Keeper of Secrets. While Vecna is fierce in combat, what truly strikes fear in his enemies is his masterful use of secrets. If Vecna knows of a creature, he cannot be surprised by them and knows all of their darkest secrets. When fighting such a creature, Vecna can also add his intelligence modifier to his initiative.
Acrana Surge. Vecna uses Rotten Fate or Spellcasting. He can then cast one cantrip.
Rotten Fate. Vecna 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 96 (8d8 + 60)
8d8+60 necrotic damage on a failed save, or half as much damage on a successful one. If a humanoid is reduced to 0 hit points from this ability and remains at 0 hit points at the start of its next turn, it dies and rises as an Undead creature under Vecna’s control and regains half its hit point maximum. It retains its statistics in its Undead form, except for its personality and alignment, and obeys Vecna’s telepathic commands (no action required). The creature can be returned to its living form with a wish spell or a greater restoration, heal, or remove curse spell cast at 7th level or higher.
Multiattack: Vecna uses Divine Blackmail. He then makes two attacks with Afterthought.
Afterthought. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 12 (1d4 + 10)
1d4+7
piercing damage plus 9 (2d8)
2d8
necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 (2d8)
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.
Divine Blackmail. Vecna reveals a treasured secret or an ugly truth about a creature who can hear him. The creature then must make a DC 27 Wisdom save or take 36 (8d8)
8d8
psychic damage and become repressed until the start of Vecna's next turn. While repressed, they cannot concentrate on spells or take reactions, and attacks made with Afterthough against the creature automatically crit.
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) 3d6 psychic damage. If at least one creature takes this damage, Vecna regain 80 hit points.
Dread Counterspell. Vecna casts counterspell as a 6th-level spell to interrupt a creature he can see within 60 feet of him
that is casting a spell. If the spell is 6th level or lower, it fails and has no effect. If the spell is 7th level or higher, Vecna 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 10 (3d6)
3d6 psychic damage if the spell fails.
Lich God's Shield. In response to being hit by an attack, Vecna conjures a shield of necrotic energy, gaining a +5 bonus to AC and blocking the magic missile spell until the start of his next turn (including against the triggering attack). While he has this shield, any creature that misses on a melee attack against Vecna takes 10 (3d6) necrotic damage and must succeed on a DC 24 Constitution saving throw or have disadvantage on attack rolls, ability checks, and saving throws using Strength or Dexterity until the end of its next turn.
Fell Rebuke. In response to getting damaged, Vecna reduces the damage to himself by half (rounded down) and transfers the other half of the damage to a creature he can see in the form of psychic damage.
Vecna can take 5 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. Vecna regains spent legendary actions at the start of his turn.
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:
Vecna, unlike other deities, does not claim a divine domain as his lair, instead choosing to wander the universe constantly on the lookout for secrets and hidden knowledge. However, Since the end of the Olmact War, Vecna has been hiding in Hades, secretly creating a large hideout for him to manage worldly events without risking the wrath of the Omida Union.
The region around Vecna is twisted by his might, creating the following effects:
Vecna will never go into a fight unprepared, and will consistently use every tactic in the book, no matter how unethical, to overwhelm his opponents. Vecna mostly fights at a range, using his unmatched arcane might to decimate his adversaries, though he can also easily outduel them if the situation calls for it. On the first round of combat, Vecna would usually set up some form of control spell to hinder his opponents and then eliminate each of them one by one. Vecna also combines physiological warfare with his physical warfare, being perfectly willing to do morally bankrupt tactics, like counterspelling healing spells, killing pets, and forcing opponents to unwillingly fight themselves, simply to gain the upper hand. However, his narcissism and rage can be used against him to cause him to do things he would otherwise find foolish. He will often recklessly go after opponents who piss him off with Afterthough, seeking to exterminate them as quickly as possible to later torture them in undeath.