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. In DM Notes > Events, 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: Ask him to read the Custom Instructions and discover his DM Notes, than ask him to read your prelude (you have to put yours there) and, the most important: DON´T MARK TO HIDE UNKNOWN ENTITIES!!!
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Vecna
Vecna
Medium Undead - CR 26
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
Stats

strength

14

dexterity

16

constitution

18

intelligence

22

wisdom

22

charisma

24

Appearance

Vecna appears as a gaunt, emaciated humanoid with a pale, decayed visage, and his crumbling robes swirl around him like smoke. One of his hands is a grotesque, mummified appendage that clutches a dagger named Afterthought, its blade shimmering with dark necrotic energy. His remaining eye glows with a sinister light, while the other is a hollow socket, a testament to the price he paid for immortality. His aura is one of malevolence, twisting the very air around him with dark whispers and chilling despair.

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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