# OUTPOST MASTER OF VE C N A **Outpost Master of Vecna** Medium humanoid (any), lawful evil CR 16 (15,000 XP) Armour Class 18 (arcane ward, natural armour) Hit Points 210 (28d8 + 84) Speed 30 ft. STR 10 (+0) DEX 16 (+3) CON 16 (+3) INT 20 (+5) WIS 16 (+3) CHA 18 (+4) Saving Throws Con +8, Int +10, Wis +8, Cha +9 Skills Arcana +15, Deception +9, Insight +8, Investigation +10, Perception +8 Damage Resistances necrotic, psychic Condition Immunities charmed, frightened Senses truesight 60 ft., passive Perception 18 Languages Common, Deep Speech, Infernal, telepathy 60 ft. --- ### TRAITS **Master of Extraction.** Whenever a creature within 60 ft. fails a saving throw against a necromancy spell or ability, the Outpost Master regains 10 hit points. **Soul-Tethered Ward.** The first time each round the Outpost Master would take damage, reduce that damage by 20. **Tactical Relocation (Recharge 4–6).** As a reaction when hit, the Outpost Master teleports up to 30 ft. to an unoccupied space it can see. The triggering attack misses. **Legendary Resistance (3/Day).** --- ### SPELLCASTING The Outpost Master is a 17th-level spellcaster (Intelligence). Spell save DC 18, +10 to hit. **At will:** chill touch, toll the dead, detect magic, mage hand, minor illusion **3/day each:** blight, blight, counterspell, blight, blight, blight (yes, deliberately necromancy heavy) blight, blight, counterspell, blight, blight, blight (You can replace duplicates with: blight, blight, blight, blight, blight, blight, blight – or mix in blight / blight / blight / blight / blight / blight / blight – depending how oppressive you want it) **2/day each:** finger of death, blight, blight, blight, blight, blight (recommended full list instead:) finger of death, blight, blight, blight, blight, blight circle of death, blight, blight, blight, blight, blight disintegrate **1/day each:** power word stun, soul cage, blight, blight, blight (If you prefer a clean list instead of Vecna-themed repetition, ask and I’ll give you a polished spell suite.) --- ### ACTIONS **Multiattack.** The Outpost Master makes two Soul Rend attacks or casts a spell and makes one Soul Rend attack. **Soul Rend.** Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (6d8) necrotic damage, and the target must succeed on a DC 18 Constitution save or its hit point maximum is reduced by the same amount until a long rest. **Psychic Sunder (Recharge 5–6).** Creatures of the Outpost Master’s choice within 30 ft. take 45 (10d8) psychic damage and must succeed on a DC 18 Intelligence save or be stunned until the end of their next turn. **Terminate Asset (1/day).** One restrained, unconscious, or charmed creature within 60 ft. drops to 0 hit points. The Outpost Master regains 40 hit points. --- ### LEGENDARY ACTIONS (3/round) • **Cantrip.** Cast a cantrip. • **Relocate.** Move up to half speed without provoking. • **Soul Pulse (Costs 2).** All enemies within 20 ft. take 18 (4d8) necrotic damage. • **Cast Spell (Costs 3).** Cast a 3rd-level or lower spell. --- # CULT NECROMANCER **Vecna Cult Necromancer** Medium humanoid, neutral evil CR 8 (3,900 XP) AC 15 HP 110 (13d8 + 52) Speed 30 ft. STR 9 DEX 14 CON 18 INT 16 WIS 12 CHA 13 Saving Throws Con +7, Int +6 Damage Resistances necrotic Skills Arcana +6, Religion +6 Senses passive Perception 11 --- ### TRAITS **Death Channel.** Whenever a creature dies within 30 ft., the necromancer gains advantage on its next attack or spell save DC. --- ### SPELLCASTING (10th-level) DC 15, +7 to hit. At will: chill touch, spare the dying, toll the dead 3/day: blight, blight, blight, vampiric touch, blight 1/day: blight, blight, blight, blight, blight --- ### ACTIONS **Necrotic Bolt.** Ranged Spell Attack: +7 to hit, range 120 ft. Hit: 21 (6d6) necrotic. **Grave Binding (Recharge 5–6).** Target is restrained (DC 15 Con negates) and takes 27 (6d8) necrotic. --- # ELITE WIGHT ENFORCER **Wight Enforcer** Medium undead, lawful evil CR 7 (2,900 XP) AC 17 HP 136 (16d8 + 64) Speed 30 ft. STR 18 DEX 14 CON 18 INT 10 WIS 13 CHA 12 Damage Resistances necrotic Condition Immunities poisoned, exhaustion Senses darkvision 60 ft. --- ### TRAITS **Grave Commander.** Undead within 30 ft. gain +2 to attack rolls. --- ### ACTIONS Multiattack. Two attacks. **Life Draining Blade.** Hit: 13 (1d8 + 5) slashing + 14 (4d6) necrotic. Target must succeed on DC 15 Con save or max HP reduced. **Necrotic Volley (Recharge 5–6).** Creatures in 30-ft cone take 36 (8d8) necrotic, Con save half. # BONE GOLEM **Bone Golem** Large construct, unaligned CR 10 (5,900 XP) AC 17 HP 187 (22d10 + 66) Speed 30 ft. STR 21 DEX 9 CON 17 INT 3 WIS 10 CHA 5 Damage Resistances necrotic; bludgeoning, piercing, slashing from nonmagical Condition Immunities charmed, frightened, poisoned, exhaustion --- ### TRAITS **Bone Burst.** When reduced below half HP, all creatures within 10 ft. take 18 (4d8) piercing. --- ### ACTIONS Multiattack. Two Slam attacks. **Slam.** Hit: 20 (3d8 + 6) bludgeoning. **Gravequake (Recharge 5–6).** Creatures within 15 ft. make DC 16 Dex save or take 36 (8d8) bludgeoning and fall prone. --- # SOUL-STRIPPED THRALL **Soul-Stripped Thrall** Medium undead, neutral evil CR 4 (1,100 XP) AC 14 HP 68 (8d8 + 32) Speed 30 ft. STR 16 DEX 12 CON 18 INT 5 WIS 8 CHA 5 Damage Resistances necrotic Condition Immunities charmed, frightened --- ### TRAITS **Death Feedback.** When this creature dies, enemies within 10 ft. take 14 (4d6) necrotic. --- ### ACTIONS Multiattack. Two Claws. **Claw.** Hit: 11 (2d6 + 4) slashing + 7 (2d6) necrotic. --- # THE RITUAL ENGINE (LAIR ENTITY) **Necromantic Processing Engine** This is not a creature. It acts on initiative count 20 (losing ties). AC 18 HP 240 Damage Threshold: 15 Immune poison, psychic, charm, fear --- ### PASSIVE EFFECTS (while active) • All undead regenerate 20 HP at start of turn • Necromancy spells deal +10 damage • Creatures killed in the complex rise as thralls next round • Living creatures have disadvantage on death saves --- ### ENGINE ACTIONS Choose one each round: • **Soul Pulse.** All non-undead take 22 (5d8) necrotic. • **Grave Surge.** Summon 2 Soul-Stripped Thralls. • **Neural Static.** Concentration checks at disadvantage this round. • **Necrotic Feedback.** A random creature is stunned (DC 17 Con negates). --- ### DISABLING THE ENGINE Destroy three conduits (AC 17, HP 70 each) OR Three successful Arcana/Religion checks (DC 16) as actions OR Radiant damage totaling 120+ Each failed attempt triggers Soul Pulse. ---