AC 26 (Agile Swordsmanship)    Initiative +28 (38)
HP 154 (20d12 + 17)
Speed 150 ft., (Can run across liquid and vertical surfaces as long as his movement doesn't stop)
Mod Save
STR 17 +3 +3
DEX 30 +10 +19
CON 13 +1 +10
Mod Save
INT 28 +9 +18
WIS 23 +6 +15
CHA 30 +10 +19
Skills Acrobatics +28, Arcana +18, Perception +24, Sleight of Hand +28, Stealth +19
Resistances Acid, Force, Damage from Spells
Immunities Fire, Necrotic, Poison; Blinded, Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 100 ft. (Blind beyond this radius); Passive Perception 34
Languages Infernal
CR 30 (XP 155,000; PB +9)
Traits

Blade of the Ascenther. Cain's katana is magical and ignores Resistances to damage it deals and reduces Immunity into Resistance. His katana also lands a Critical Strike on a roll of 19 or 20

Sunfire Soul. A creature that uses a spell or magical effect to attempt to Charm or Frighten Cain instantly fails and must roll a DC 27 Charisma saving throw or be Frightened of Cain for the next minute. An affected creature can remake the save at the end of each of its turns, ending the effect on a success.

Gaze of Countless Battles. Cain sees flaws and openings that most others would miss. He has advantage with Initiative rolls, and attacks that he can see cannot have advantage against him.

Aura of Pure Bloodlust. Cain always releases small amounts of bloodlust where he goes. All creatures within 500 feet can feel an ominous presence and have been reported to have felt a feeling of "utter despair" and "unshakable guilt." Cain can use an action to release a large amount of bloodlust in an emanation of 30 feet, centered on himself. All creatures in the area must make a DC 27 Wisdom saving throw or be Paralyzed, as their body ceases to obey commands from unbearable fear. A creature with Immunity to the Frightened condition only gets Advantage on the save, not Immunity. A creature can make the save again if it fails a saving throw, it takes damage (Made with Advantage), or if a creature not affected by this trait takes an action to shake them, attempting to snap them out of it. For every attempt after the first, the DC decreases by 1, and a creature that succeeds on the save is immune to the effect for the next 4 hours.

Actions

Multiattack. Cain makes 6 Brightsteel Katana attacks.

Brightsteel Katana. Melee Weapon Attack: +19 to hit, reach 5 ft., 1 target. Hit: 16 (1d10+10) Slashing damage.

Hellfire Jolt. Ranged Spell Attack: +19 to hit, range 90 ft., 1 target. Hit: 19 (2d8+10) Necrotic damage.

Hellfire Blade. Cain ignites his katana with hellfire. Until he ends the effect as a Bonus Action, his Brightsteel Katana attacks deal an additional 2d12 Necrotic damage. Furthermore, a creature hit by a Brightsteel Katana attack while this effect is active must make a DC 27 Constitution saving throw or be Infernally Wounded.

An Infernally Wounded creature cannot regain hit points and takes 1d4 Necrotic damage at the start of each of its turns. This effect only disappears when a spell, such as Greater Restoration, is cast on the individual. If Dispel Magic is cast on an affected creature, the effect is considered a 9th level spell. No spell cast at a level lower than 7th can cancel this effect, and it does classify as a curse.

Infernal Call (Recharge 5-6). Cain opens a portal to the Nine Hells at a point he can see within range. Out from the portal comes either 2 Death Dogs or 5 Hellhounds, Cain's choice. Cain cannot use this skill again until the creature summoned by this skill are all reduced to 0 Hp.

Hellfire Inferno (Recharge 10). Cain chooses a point within 500 feet and summons the hellish power of the Nine Hells to incinerate his enemies. Creatures within 30 feet of the chosen point must make a DC 27 Constitution saving throw, taking 10d12 Necrotic damage on a failed save or half as much on a successful one. A creature that fails the save must also make the saving throw for the Infernal Wound described in the Hellfire Blade feature and takes 1d10 at the start of each turn on a failure, as opposed to the 1d4.

Bonus Actions

Blink. Cain teleports to an unoccupied space he can see within 100 feet.

Reactions

Disperse Magic. When Cain sees a creature casting a spell of 7th level or lower, he can force the creature to make a DC 27 Charisma saving throw or take 1d10 Psychic damage and fail to cast the spell, losing all consumed components used for casting and any spell slots required.

Fleeting Step. When a creature Cain can see moves to a space within 20 feet of Cain, he can choose to move up to his speed.

Description

Cain is a 13-year-old humanoid of unknown origin. At the age of three he was imbued with magic from the Nine Hells, allowing him to control and manipulate the magic at will. He spent a large portion of his life so far practicing with a katana, and his agility and precision are off the charts. Cain is canonically blind, and wears a black face mask that covers the whole face, yet still possesses a level of sight most would deem "unusual" or "supernatural"

Habitat: Any

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