Deadly Critical. Cain scores a critical hit on a roll of 17-20 and rolls the damage dice four times, instead of twice.
Innate Spellcasting. Cain’s spellcasting ability is Charisma (spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite, staggering smite
Legendary Resistance (3/Day). If Cain fails a saving throw, he can choose to succeed instead.
Magic Resistance. Cain has advantage on saving throws against spells and other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Cain in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6) force damage.
Multiattack. Cain makes five weapon attacks.
Spawned Melee Weapon. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) force damage.
Spawned Ranged Weapon. Ranged Weapon Attack: +17 to hit, range 300/600 ft., one target. Hit: 17 (5d8 + 9) force damage.
Cain can take 5 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.
Attack. Cain makes one weapon attack.
End Magic (Costs 2 Actions). Cain casts dispel magic.
Provoke Rage (Costs 3 Actions). Each creature within 60 feet of Cain must succeed on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +4 bonus to the damage roll.
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