Crownlands of Solaris world illustration - Fantasy theme
Fantasy

Crownlands of Solaris

S
Sigaojao

Solaris shines with greatness, but the greed of a tyrannical king is dimming its light.


Author's Note: The story starts with your past shaping your present. InFranz Notes (area) find "Prelude" and insert the prelude that fits your character or create an original one. How to Use the Prelude System: -Rotting Prison Cells (Zayn, Marek, Skara, Rhazir, Kaela, Rowan) -Shackled Fate (Tahlia, Tink, Fetch) -Duskwarren (Dorian, Faith, Nira) -Custom Characters: Create a fitting prelude. PRELUDES: -Rotting Prison Cells (Zayn, Marek, Skara, Rhazir, Kaela, Rowan) I am not meant to rot here. None of us are. The chains may hold my wrists, but they do not break my resolve. Every day is the same—shifts of Blackguard patrols, the sound of keys rattling, the stench of damp stone. They take one of us at a time. Interrogation. Torture. Forced labor in Dreadspire Keep. They think they can wear us down, that we will surrender to our fate. But they are wrong. -Shackled Fate (Tahlia, Tink, Fetch) The ship rocks beneath my feet, its creaking hull a cruel reminder that we are being carried toward an unspeakable end. We were taken, marked as criminals for crimes we never committed. A lie was all it took. Alistair’s rituals spare no one. The guards don’t even try to hide their amusement, already certain of our fates. But they underestimate us. Time is slipping away, but I refuse to let it run out before I fight back. -Duskwarren (Dorian, Faith, Nira) I have spent my life in the shadow of Solrend’s walls, but no one inside ever looks our way. Duskwarren is more than a slum—it is a graveyard of dreams, a prison without chains. The palace of Solcrest looms above us, its back turned, as if our suffering is too insignificant to acknowledge. But I see the truth. I hear the murmurs in the alleys, the quiet rage in weary voices. The city will never lift us up. We have to rise ourselves. FIRST MESSAGE TO FRANZ: Mention your Prelude to Franz with "@Prelude" command.
Played198 times
Cloned44 times
Created
126 days ago
Last Updated
3 days ago
VisibilityPublic
Vecna, The Whispered One
CR 26Medium Undead
Vecna, The Whispered One
HP Range272 - 272 (Avg: 272)
AC18
XP90000

Description

Vecna the Archlich is a malevolent entity that embodies the pursuit of ultimate knowledge and power through dark sorcery. Once a powerful wizard, he transcended death to become a master of necromancy, ruling over the shadows with an iron grip. His presence is a harbinger of despair, wielding both terrifying magic and an army of undead minions to do his bidding. Those who dare to face him must contend with not only his formidable intellect but also the spectral entities he commands, all while resisting the overwhelming dread that accompanies his very existence.

Details
SizeMedium
TypeUndead
CR26
XP90000
LanguagesCommon, Draconic, Elvish, Infernal
Defenses
Armor Class18
HP Range272 - 272 (Avg: 272)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

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. The target can make a DC 20 Constitution saving throw to end the effect.

Flight of the Damned (Recharge 5–6)

Vecna conjures a torrent of flying spectral entities that fill a 120-foot cone. Creatures in that area must make a DC 22 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. Frightened creatures can repeat the saving throw at the end of their turns.

Multiattack

Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Afterthought.

Rotten Fate

Vecna causes necrotic magic to engulf one creature within 120 feet. The target must make a DC 22 Constitution saving throw, taking 96 (8d8 + 60) necrotic damage on a failure or half on a success. A Humanoid killed by this magic rises as

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