Cain is a 20th-level Wizard. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Cain has the following wizard spells prepared:
Shapechanger. If Cain isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form. While in bat or wolf form, Cain can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. While in mist form, Cain can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage he takes from sunlight. Legendary Resistance (3/Day). If Cain fails a saving throw, he can choose to succeed instead. Misty Escape. When he drops to 0 hit points outside his coffin, Cain transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in running water or sunlight. If he can’t transform, he is destroyed. While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his coffin with 0 hit points, he regains 1 hit point. Regeneration. Cain regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn. Spider Climb. Cain can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. Cain has the following flaws.
Multiattack (Vampire Form Only). Cain makes two attacks, only one of which can be a bite attack. Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage, plus 14 (4d6) necrotic damage. If the target is a creature, Cain can grapple it (escape DC 18) instead of dealing the bludgeoning damage. Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Cain, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Cain regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Cain’s control. Charm. Cain targets one humanoid he can see within 30 ft. of him. If the target can see Cain, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Cain as a trusted friend to be heeded and protected. The target isn’t under Cain’s control, but it takes Cain’s requests and actions in the most favorable way and lets Cain bite it. Each time Cain or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Cain is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Children of the Night (1/day). Cain magically calls 2d4 swarms of bats or swarms rats, provided that the sun isn’t up. While outdoors, Cain can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Cain and obeying his spoken commands. The beasts remain for 1 hour, until Cain dies, or until he dismisses them as a bonus action.
Cain can take 3 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. Move. Cain moves up to his speed without provoking opportunity attacks. Unarmed Strike. Cain makes one unarmed strike. Bite (Costs 2 Actions). Cain makes one bite attack.