# 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).
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### 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.
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