Medium Humanoid, Lawful Evil
Armor Class 19 Natural Armor
Hit Points 366 (30d8 + 120)
Speed 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
17 (+3)
INT
17 (+3)
WIS
15 (+2)
CHA
25 (+7)
Saving Throws CON +11, INT +11, WIS +10
Skills Arcana +17, History +17, Insight +9, Perception +9, Religion +17
Damage Vulnerabilities Necrotic, Radiant
Damage Resistances Cold, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Acid, Poison
Senses Truesight 120ft., Passive Perception 19
Languages All
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If Cain fails a saving throw, it can choose to succeed instead.

Magic Resistance. Cain has advantage on saving throws made against spells and other magical effects.

Pale Nightmare. Cain can use a bonus action to summon a Nightmare-Like White Horse that is under its control.

Spellcasting. Cain is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Cain has the following spells prepared:

Cantrips (at will): chill touch, eldritch blast, mage hand, prestidigitation​
1st level (4 slots): detect magic, false life, inflict wounds, shield, thunderwave​
2nd level (3 slots): detect thoughts, invisibility, mirror image, ray of enfeeblement​
3rd level (3 slots): animate dead, bestow curse, counterspell, dispel magic​
4th level (3 slots): blight, confusion, dimension door​
5th level (3 slots): cone of cold, scrying​
6th level (2 slot): circle of death, harm​
7th level (2 slot): finger of death, plane shift​
8th level (1 slot): feeblemind​
9th level (1 slot): power word kill​


Turn Resistance. Cain has advantage on saving throws against any effect that turns undead.

Undead Fortitude. If damage reduces Cain to 0 hit points, he must make a Constitution saving throw, with advantage, of a DC equal to the damage taken. On a success, Cain drops to 1 hit point instead.

Actions

Multiattack. Cain uses his Frightful Presence and attacks twice with Reap.

The Mark. Melee Spell Attack: +16 to hit, reach 20 ft., one target. Hit: 24 (4d6+8) magical slashing damage plus 36 (10d6) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell, Cain incapacitated to 0 HP or below, Cain leaves the encounter, or Cain choses to remove it.

Animate Servants (Recharge 6). Death conjures 1D10 Vampires or 1D4 Mummy Lords, each in an unoccupied square within 30 feet.

Frightful Presence. Each creature of Cain's choice that is within 60 feet of it and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Cain’s Frightful Presence for the next 24 hours.

Bonus Actions

Blood-Curdling Scream (Recharge 4-6). As a bonus action, Cain's jaw opens to to grotesque level and emits a horrific screech. Each creature within 60 feet of it that can hear it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of the Cain’s next turn. While frightened by Blood-Curdling Scream, a creature must take the Dash action and move away from Cain by the safest available route on each of its turns, unless there is nowhere to move. If the creature begins or ends its turn in a location where it doesn't have line of sight to Cain, the creature can make a Wisdom saving throw. On a successful save, it is no longer frightened.

Reactions

Sunlight Hypersensitivity. Cain takes 5 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on ability checks.

Legendary Actions

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 its turn.

Cast Spell (Costs 1 to 3 Actions). Cain casts a spell of up to 6th level. Every 2 spell levels cost 1 legendary action (cantrips cost 1 legendary action).

Curse (Costs 2 Actions). Cain makes one Mark  attack.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Cain must make a DC 22 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. On a failure by 5 or more, a creature’s hit point maximum is reduced by an amount equal to the necrotic taken. The creature dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Cain is the son of Adam and Eve. He became the first mortal to kill another when he stabbed his own brother Abel to death. Yewah banished him to a kingdom called Nod, but first placed a curse and mark upon Cain; He would live forever because his curse, and conscious, would be transferred to any being that slayed him. Cain was then banished from the mortal settlement in the Garden and forced to wonder the desert wastelands.

When The Adversary was banished from his reality to the material plain of existence, he  to drag Cain with him, promising to make him the bringer of death in this new realm. Instead of cursing his existence, Cain found married the first wife of Adam, Lilith, who was also banished to the material plain. Together they produced children, some of which became the source of vampiric bloodlines.

Cain serves The Adversary, waiting to ride his pale horse as Death.

Cain appears as an almost angelic pale skinned human, with slightly elvan ears and whispy, long black hair and goatee.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: DesertHillMountainUrban

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