Medium Undead (Vampire), Lawful Evil
AC 22 Unarmored + Mark of the First Murder    Initiative +10 (20)
HP 350 (40d10)
Speed 50 ft., Teleport: 60 ft (Blink of the First; bonus action) , Fly 80 ft. (hover)
Mod Save
STR 20 +5 +25
DEX 20 +5 +25
CON 20 +5 +25
Mod Save
INT 20 +5 +25
WIS 20 +5 +25
CHA 20 +5 +25
Skills Deception +15, Insight +13, Intimidation +15, Perception +13, Religion +12
Resistances Cold, Fire, Lightning, Necrotic, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Gear Blood-wrought cane blade, signet of Enoch, relic tokens of ancient Courts
Senses Blindsight 60 ft, Darkvision 120 ft, Truesight 120 ft cannot be surprised while conscious; Passive Perception 25
Languages All All mortal tongues; telepathy 300 ft
CR 25 (XP 75,000; PB +8)
Traits

 

  • Mark of the First Murder. While unarmored, Caine is shrouded in an ancient ward: +4 AC (included); resistance to cold, fire, lightning, radiant, necrotic, psychic, and nonmagical bludgeoning/piercing/slashing; immunity to poison damage and the poisoned condition.

  • Transcendent Speed (∞). Caine automatically acts first unless surprised by a creature with true foresight. He can take two turns each round (one on his initiative count, one at initiative count 10). Opportunity attacks against him are made with disadvantage.

  • Nigh-Omnipotent Will. Advantage on all saving throws; Caine can’t be forced to move, knocked prone, or stunned unless the effect originates from a deity or artifact (DM’s call).

  • Nigh-Omniscient Insight. Caine has advantage on all Intelligence checks; creatures cannot hide from him unless under the effects of a deific or artifact-level shroud.

  • Blood of Nod (Regeneration). If Caine has at least 1 HP at the start of each of his turns, he regains 30 HP. Radiant damage that overcomes his resistance or damage from an artifact halts this regeneration until the end of his next turn.

  • Self-Sustenance. Caine does not age, eat, drink, or breathe; he is comfortable in vacuum and cannot be diseased.

 

Actions

 

  • Multiattack (First Vampire’s Fury). On each of his turns, Caine makes three attacks in any combination of Hand of Nod, Spear of Night, or Mind Ruin.

  • Hand of Nod (Melee Weapon Attack). +15 to hit, reach 5 ft., one target. Hit: 4d10 + 10 necrotic. If the target is a creature, it must succeed on a DC 23 CON save or its maximum HP is reduced by the necrotic damage taken (restored by greater restoration or similar). A creature reduced to 0 HP by this attack turns to ash.

  • Spear of Night (Ranged Spell Attack). +15 to hit, range 300 ft., one target. Hit: 5d8 + 8 force or radiant (Caine’s choice). On a hit, Caine may teleport the target up to 20 ft to an unoccupied space he can see.

  • Mind Ruin (Save-based). One creature Caine can see within 120 ft makes a DC 23 WIS save, taking 4d10 psychic + 2d10 necrotic on a failure (half on success). On a failure, the creature is frightened until the end of its next turn.

  • Curse of Gehenna (Recharge 5–6). Caine invokes a blood-curse in a 30-ft-radius sphere within 150 ft. Creatures of Caine’s choice in the area must make a DC 23 CHA save. On a failure, a creature is paralyzed and cursed for 1 minute (save at end of each of its turns); while cursed, it has disadvantage on saving throws and its resistances from non-artifact sources are suppressed. On a success, a creature takes 4d10 necrotic and isn’t paralyzed or cursed.

 

Bonus Actions

 

  • Blink of the First. Caine teleports up to 60 ft to a space he can see. Until the start of his next turn, attacks against him have disadvantage.

  • Blood Empowerment (1/Turn). After Caine deals necrotic or psychic damage, he gains 10 temporary HP and adds +1d8 necrotic to one damage roll before his next turn.

 

Reactions

Dread Aegis. When Caine is hit by an attack or targeted by a spell, he imposes disadvantage on the damage roll; if the attacker is within 60 ft, it must succeed on a DC 23 WIS save or be frightened of Caine until the end of its next turn.

Legendary Actions

 

  • Rewrite the Angle. When a creature Caine can see makes an attack roll or saving throw, Caine forces a reroll. The creature must use the new result.

  • Blood Step. When a hostile creature ends movement within 30 ft, Caine teleports to any space within 10 ft of that creature and may make one Hand of Nod attack.

  • Night Denial. When a creature casts a spell that targets only Caine, the caster must succeed on a DC 23 ability check using the spellcasting ability or the spell fails and the slot is expended.

 

Mythic Actions

Mythic Action Name. 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

First of the Kindred, Caine slew Abel and was marked, founded Enoch, sired the First and Second Generations, and his legend drives the Gehenna prophecies. Chronicles whisper that he has walked unseen across empires, ended Princes with a thought, and drank down legions—appearing only when history bends. In battle he moves faster than thought, unmaking flesh with the Mark’s touch and cursing foes with Gehenna’s shadow.

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: AnyPlanar (Lower Planes)Planar (Shadowfell)

Zackagawea

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