| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +12 |
| DEX | 18 | +4 | +4 |
| CON | 22 | +6 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 20 | +5 | +11 |
| CHA | 14 | +2 | +2 |
Legendary Resistance (1/day). If Cairn fails a saving throw, it can choose to succeed instead.
Blight Regeneration. Cairn regains 20 hit points at the start of its turn if it has at least 1 hit point. If it takes radiant damage, this trait doesn't function at the start of his next turn.
Entangling Mantle. When Cairn starts its turn, it can choose to try to pull one creature it can see within 30 feet towards itself. The creature must succeed on a DC 20 Strength or Dexterity saving throw or be teleported to a space of Cairn's choice within 5 feet of it.
Erosive Impact. Cairn's attacks ignore resistance to Necrotic damage.
Spellcasting. Cairn can cast spells. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Cairn has the following spells prepared:
- 1/day each: Horrid Wilting
- 2/day each: Blight
- 3/day each: Command
Multiattack. Cairn can make two melee attacks when taking the attack action, only one of which can be a Entropic Slam attack. The amount of melee attacks that can be made increases to three when Cairn is Bloodied.
Claw of Rot. Melee Attack: +12 to hit, reach 15 ft., one target. Hit: 3d10 + 6 slashing damage plus 2d6 necrotic damage.
Entropic Slam. Melee Attack: +12 to hit, reach 15 ft., one target. Hit: 3d12 + 6 bludgeoning damage plus 4d6 necrotic damage. The target must succeed on a Strength or Dexterity saving throw (DC 20) or be restrained by roots until the end of its next turn.
Wither Mark. Cairn tags a creature with parasitic spores, the next attack against this creature deals an additional 4d6 necrotic damage. Until the Wither Mark has been removed, the target's speed is reduced by 15 feet.
Barkskin. After Cairn is hit by an attack, it can use its reaction to harden parts of its skin with bark, increasing its AC by 3 until the start of its next turn.
3 Legendary Actions. Immediately after another creature's turn, Cairn can expend a use to take one of the following actions. Cairn regains all expended uses at the start of each of their turns.
Root Snare. Cairn commands roots to restrain a creature within 30 feet of it. The target must succeed on a Strength or Dexterity saving throw (DC 20) or be restrained by roots until the end of its next turn.
Withered Lance. Cairn throws a lance of withered wood at a target within 60 feet of it. This attack uses the same statistics as the Claw of Rot attack.
Cycle of Nature (Costs 3 Actions). All designated creatures within 30ft of Cairn must succeed on a DC 19 Constitution saving throw or take 6d8 necrotic damage and have their healing halved for 1 minute. Once this legendary action has been used, it cannot be used again for the remainder of the fight.
Comments