Azotamentes, Cultista de Vecna

Whispered in frightened taverns, the azotamentes is said to be a 'mind made of secrets' that feeds on the brilliance of heroes to afford Vecna glimpses into the living world. Folktales warn that seeing an eye-shaped birthmark on a stranger's palm is a sure sign of an impending abduction.

MediumHumanoid(Cultist / Occultist)CR CR 8Lawful Evil

Azotamentes, Cultista de Vecna

cultistspellcasterritualistvecnacontroller
HP95AC+8SPD30 ft., Misty Step (as bonus action when cast), Wisp of Vecna teleport (legendary action)CR8 (3,900 XP)ArcanaDeceptionInsightStealth
STR
10
DEX
14
CON
14
INT
18
save
WIS
12
CHA
16
save
Veiled Presence. The azotamentes can attempt to hide its presence magically and is unusually difficult to surprise.
Feed of Vecna. If the azotamentes is within 30 feet of a willing or restrained humanoid that has been designated as a sacrifice, it regains 10 hit points at the start of its turn as it draws vitae from the victim. If the sacrifice is healed above half its maximum HP, the azotamentes does not regain HP.
Vecna's Focus. When it casts a spell that requires concentration, it has advantage on Concentration checks to maintain the spell once per turn, representing Vecna's influence protecting its focus.
Ritual Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () piercing damage plus 10 () necrotic damage.
Maledict Mindlash. The azotamentes channels a burst of psychic energy in a 30-foot cone. Each creature in that area must make a Intelligence saving throw, taking 27 () psychic damage on a failed save, or half as much on a successful one. If a creature fails the save by 5 or more, it is stunned until the end of the azotamentes turn. Creatures wearing a holy symbol of a deity other than Vecna have disadvantage on the save.
Vault of Murmurs (1/Day). The azotamentes makes a short, secretive chant to open a thin rift to the Whispering Vault. Choose a point the azotamentes can see within 60 feet. A 10-foot-radius sphere of shadow and writhing glyphs appears there for 1 minute. While inside the sphere, enemies have disadvantage on Wisdom and Intelligence checks and saves; allies of the azotamentes have advantage on saving throws against being frightened. The sphere is heavily obscured and counts as difficult terrain for creatures hostile to the azotamentes. The azotamentes can use this feature once and regains use after finishing a long rest.
Parry of the Unseen. Parry of the Unseen. When a creature misses the azotamentes with a melee attack, it can use its reaction to impose disadvantage on the attacker's next attack roll. If the attacker is within 10 feet, the azotamentes also slides 5 feet away as part of the reaction.
Cantrip Surge. Cantrip Surge. The azotamentes casts a cantrip it knows (Mind Sliver or Toll the Dead) without expending a spell slot.
Wisp of Vecna (Costs 2 Actions). Wisp of Vecna. The azotamentes teleports up to 30 feet to an unoccupied space it can see and leaves behind a shadowy afterimage. The afterimage persists until the start of the azotamentes next turn; any creature that enters the afterimage or starts its turn there must succeed on a Wisdom saving throw or have disadvantage on its next attack roll.
Cantrips
Mind SliverEnchantment A whispering bolt of arcane force that deals 2d8 psychic damage and subtracts 1d4 from the target's next attack roll if it fails its save.
Toll the DeadNecromancy A necrotic blast that targets a single creature. 1d10 necrotic damage (increases with caster level).
1st level
Mage ArmorAbjuration A fading veil that grants the azotamentes mage armor for 1 hour.
Witch BoltEvocation A bolt that strikes a creature dealing 3d8 necrotic or force damage depending on the attack's nature. Can be used offensively to damage or defensively to disrupt concentration.
2nd level
Mirror Image / InvisibilityIllusion Creates illusions, invisibility on a single target, or to mislead foes.
Misty StepConjuration A reactive teleport that moves the azotamentes up to 30 feet to a location it can see. Used to escape or reposition.
3rd level
FearIllusion A cone of cold mental influence causing fear or forcing movement; useful to break formations.
Animate Dead (Ritual use possible)Necromancy A potent, ritual-capable spell that can be used to animate minor skeletal guardians if the azotamentes has time and components. When used as a ritual in the lair, it augments a partial binding to Vecna.
4th level
BlightNecromancy Deals heavy necrotic damage to a target and can sap its strength temporarily on a failed save.
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