Fey Ancestry. Cain has advantage on saving throws against being frightened, and magic can't put him to sleep.
Rouge Assassin. Cain automatically crits on surprised targets, has advantage on non-acting targets and deals sneak attack damage (6d6) when using Whisper.
War Magic. When Cain uses his action to cast a spell, he can make one weapon attack as a bonus action
Legendary Resistance (3/day). If Cain fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. Cain's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. Cain is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Cain has following wizard spells prepared:
Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost
1st level (4 slots): burning hands, ivy knife [see ice knife, substitute cold for poison], magic missile, shield
2nd level (3 slots): invisibility, misty step, shatter, Aganazzar's scorcher
3rd level (3 slots): counterspell, fireball, haste
4th level (3 slots): dimension door, Otiluke's resilient sphere
5th level (3 slots): immolation, cone of cold
6th level (2 slots): chain lightning, disintigrate
Multiattack. Cain can make three weapon attacks.
Vine whip. Melee Weapon Attack: +11 to hit, reach 15 ft., 1 target. Hit: 13 (2d8 + 3) force damage plus 18 (4d8) necrotic damage.
Whisper. RangedWeapon Attack: +14 to hit, range 30/60 ft., 1 target. Hit: (1d6 + 8) piercing damage plus 1d8 psychic damage. If Cain hits with a critical, the target must make a Wisdom Saving Throw (DC 17) or be frightened for 1 minute. On a success, they are immune to this effect for 24 hours.
Cain can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Cain regains spent legendary actions at the start of his turn.
Vine whip (Costs 2 Actions). Cain makes a vine whip attack.
Cantrip. Cain casts a cantrip.
Move. Cain moves up to his speed without provoking opportunity attacks.
Summon undead (Costs 3 Actions). Up to five skeletons or zombies appear in the unoccupied spaces within 30 feet of Cain and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. Cain can have up to five undead summoned by this ability at a time.
Description
The twisted and corrupted mixture of a demon assassin and a fey trickster spirit, Cain resembles a Drow covered in scales and a horn coming from one side of his head. He resides in the heart of a giant tree and covers himself in gooey sap and twisting roots for protection.
Lair and Lair Actions
Cain resides inside of a large tree.
Lair Actions
On initiative count 20 (losing initiative ties), the Cain takes a lair action to cause one of the following effects; Cain can’t use the same effect two rounds in a row:
- Vines shoot out at a target Cain can see within 120 ft. The target must make a Dexterity Saving throw (DC 15) or be entangled. They remake the save at the end of their turn. The vines can also be destroyed (AC10, 30HP).
- Large pools of poisonous sap form on the floor of the lair. The pools occupy a space of 10 ft cubed. Any creature in the area must make a Dexterity Saving Throw (DC 17) taking 9 (2d8) poison damage on a failed save, half if successful, and are slowed until the start of their next turn.
Regional Effects
The region containing Cain's lair is cursed by an evil auroa, which creates one or more of the following effects:
- Trees die and are slowly turned into blights.
- A thick muck permeates the ground turning the ground within 10 miles of the lair into difficult terrain.
If Cain dies, these effects fade over the course of 4d4 days.
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