Medium Undead (Human, Ranger), Chaotic Neutral
Armor Class 15 Leather
Hit Points 40 (3d8)
Speed 40 ft.
STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws DEX +6, WIS +5
Damage Resistances Cold
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages Common Common, Draconic, Elvish, Gnomish, Goblin
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the Cain to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Cain drops to 1 hit point instead.

Actions

Cursed Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:  (1d6 + 4) slashing damage plus (1d6) Cold damage.

Longbow. Ranged Weapon Attack: +8 to hit, reach 150 ft., one target. Hit: (1d8 + 4) piercing damage.

Trick Arrow (Recharge 5–6). Whenever Cain uses the longbow during his turn he can choose to make the attack with a trick arrow. During combat only when Cain chooses this option he rolls for the specific trick arrow depending on the roll. d6):

1: Ice Burst Arrow. The target takes (1d10) cold damage in addition to the initial longbow damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw(Dc 14) or take (2d6) cold damage.

2: Grapple Arrow. The target is grappled if it is a Medium or smaller creature. The target must make a Strength saving throw(Dc 14) or be moved in a direction of Cain's choosing other than up or down. Cain or any other creature can also use this arrow for transversal means, by making an Athletics check(Dc 10) to climb the attached rope.

3: Fog Cloud Arrow. Hit or miss Cain creates a 20-foot-radius Sphere of fog, the Sphere is Heavily Obscured and lasts for 1 minute or until a strong wind (such as one created by Gust of Wind) disperses it.

4: Explosive Arrow. Target takes (2d8) fire damage in addition to the initial longbow damage. Hit or miss all targets within 5 feet of it must succeed on a Dexterity saving throw(Dc 14) or be pushed back 10 feet. 

5: Net Arrow. Cain fires an arrow that explodes into a net, firing this arrow negates any longbow damage. The target must succeed on a Dexterity saving throw(Dc 14) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger. To escape, the target or a creature within 5 feet of it must take an action to make a DC 15 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.

6: Ice Wall Arrow. Cain fires an arrow that explodes into ice, firing this arrow negates any longbow damage. Cain creates a wall of ice on a solid surface within range, he can choose to make it in the form of a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for 10 minutes. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (Cain chooses which side) and makes a Dexterity saving throw(Dc 14), taking (6d6) cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it has Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it.

Bonus Actions

Hunter's Mark. Cain can cast Hunter's Mark twice per long rest. Cain magically marks one creature he can see within range as your quarry. Until the spell ends, he deal an extra (1d6) Force damage.

Ensnaring Strike. As Cain hits the target, grasping vines appear on it, and it makes a Strength saving throw(Dc 13). A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. While Restrained, the target takes (1d6) Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.

Description

Cain values his Crossbow almost like family, he cleans it every chance he gets and almost never takes it off him, for flavour his crossbow is an arm mounted one, though it still needs to be equipped and carries the same properties as a normal hand crossbow. He was originally a soldier from a very young age, acting as a scout (Explaining his expertise in perception). He was made to fit into a Wildemount campaign so you can see exactly the village and such he comes from in his backstory. He does have an extreme hatred for liars, anyone who lies is an enemy to him, weather its a small lie or big doesn't matter to him. He does tend to mutter under his breath "aim true" as he prepares his bow and crossbow

Vegito809

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