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Cain the Undying CR: 20

Medium undead, ce
Armor Class: 16
Hit Points: 306
Speed: 30 ft

STR

18 +4

DEX

18 +4

CON

18 +4

INT

20 +5

WIS

16 +3

CHA

18 +4

Saving Throws: Dex +9, Wis +7, Cha +9
Skills: Arcana +15, Perception +12, Religion +10, Stealth +14
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses: Darkvision 120 ft
Languages: All
Challenge Rating: 20

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:

At will: mage hand, prestidigitation, ray of frost, toll the dead, minor illusion, shield, shatter, create nightfall array(ritual)

1/day: control weather/curse the reader, time stop, curse of ravenous hunger

2/day: teleport/containment, flesh to stone/chain lightning

3/day: negative energy flood/geas/wall of force, sickening radiance/ice storm/blight, counterspell/fireball/hypnotic pattern/vampiric touch, rime's binding ice/flaming sphere/line of fangs/erratic blink, cause fear/burning hands/silvery barbs/fog cloud/ice knife/healing bonfire


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.

  • Forbiddance: He can’t enter a residence without an invitation from one of the occupants.
  • Harmed by Running Water: He takes 20 acid damage if he ends his turn in running water.
  • Stake to the Heart: If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.
  • Sunlight Hypersensitivity: While in sunlight, Cain takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.
  • Wild Rose: If a wild rose flower is placed on his coffin while he is inside, Cain cannot escape.
  Arcane Recovery. Once per day when Cain finishes a short rest, he can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 10, and none of the slots can be 6th level or higher.   Spell Secrets. When Cain casts a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, he can substitute that damage type with one other type from that list (he can change only one damage type per casting of a spell). He replaces one energy type for another by altering the spell's formula as you cast it. When he casts a spell with a spell slot and the spell requires a saving throw, he can change the saving throw from one ability score to another of his choice. Once he changes a saving throw in this way, he can't do so again until he finish a short or long rest.   Alchemical Casting. When Cain casts a spell with a spell slot, he can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into his spell to amplify it. The effect depends on the spell slot he expends.
  • An additional 1st-level spell slot can increase the spell's raw force. If he rolls damage for the spell when he cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn he casts the spell.
  • An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile.
  • An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2.
  Master of Magic. As a bonus action, Cain can call to mind the ability to cast one spell of his choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and he follows the normal rules for casting it, including expending a spell slot. If the spell isn't a wizard spell, it counts as a wizard spell when he castc it. The ability to cast the spell vanishes from his mind when he casts it or when the current turn ends. He can't use this feature again until he finishes a long rest.   Relentless Nature. If Cain is below half your hit point maximum at the start of your turn, he regains 1D4 hit points. Additonally, if Cain dies, he returns to life 24 hours after death. If his body is destroyed, he reforms within 1 mile of the place of his death at a spot determined by the DM. If his equipment was also destroyed, he does not regain it.  

Actions

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.

Legendary Actions

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.


Created by

DrWarblur.

Statblock Type

Monster

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