Dnd 5e Cambion – build challenging encounters with a Cambion

by Angry Golem Games

How to Build Challenging Encounters Against a Cambion in D&D 5e

A Cambion is the offspring of a fiend, usually a succubus or incubus, and a humanoid. They often look like classic devil/demon archetypes: horns, leathery wings, tails, and red or dark skin. The demon lord Graz’zt is responsible for a whole bunch of Cambions, too, as he’s the “getting jiggy with it” demon. Cambions are medium-sized fiends with a challenge rating of 5, which means they can pose a threat to low-level parties and even challenge higher-level ones if used smartly.

Special Abilities of the Cambion

A Cambion has three special abilities that make it more dangerous and versatile:

  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this cambion’s Fiendish Charm for the next 24 hours.
  • Spellcasting. The cambion is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:

Fiendish Blessing is a passive ability that boosts the cambion’s armor class by its charisma modifier (+3), making it harder to hit by most attacks. Fiendish Charm is an active ability that allows the cambion to control one humanoid within range for up to a day, unless they break free or are harmed. This can be used to turn an enemy into an ally, or to manipulate an innocent bystander into doing something for the cambion. Spellcasting is another active ability that gives the cambion access to several useful spells that can enhance its combat and social skills. Alter self can be used to change its appearance and infiltrate different places or groups. Command can be used to force an enemy to do something simple and harmful for one round. Detect magic can be used to identify magical items or effects. Plane shift can be used to escape from danger or travel between planes. Suggestion can be used to influence an enemy or a neutral party to do something that benefits the cambion.

Description of the Cambion

A Cambion is a humanoid creature that bears the mark of its fiendish heritage. It has horns, wings, a tail, and red or dark skin. Its eyes are usually red, yellow, or black, and its hair is often black or dark. Its teeth are sharp and its nails are claw-like. A Cambion’s appearance can vary depending on the type of fiend that sired it, such as a succubus, an incubus, a balor, or a pit fiend. A Cambion’s personality is also influenced by its fiendish parentage, but generally, cambions are evil, cunning, ambitious, and charismatic. They often seek power and influence in the mortal world, either by serving a fiendish lord or by pursuing their own goals. They are adept at deception and manipulation, using their charm and spells to sway others to their will. They are also ruthless and cruel, enjoying the suffering of their enemies and allies alike. Cambions have no loyalty or compassion for anyone but themselves, and will betray anyone who stands in their way.

Possible Tactics in Different Terrains

A Cambion can adapt to different terrains and situations by using its abilities and spells. Here are some possible tactics for different terrains:

  • Urban. A Cambion can use its alter self spell to disguise itself as a human or another humanoid race, blending in with the crowd and avoiding suspicion. It can use its deception and intimidation skills to gain access to places of interest, such as temples, guilds, or noble houses. It can use its fiendish charm and suggestion spells to recruit allies or pawns among the locals, such as thieves, cultists, or corrupt officials. It can use its command spell to cause chaos or distraction among the enemies or bystanders. It can use its plane shift spell to escape from danger or pursuit, or to travel between different locations within the city.
  • Wilderness. A Cambion can use its fly speed to scout the area and avoid obstacles on the ground. It can use its detect magic spell to locate any hidden or magical threats or treasures. It can use its fiendish charm and suggestion spells to enlist the help of wild animals or creatures, such as wolves, bears, or fey. It can use its command spell to force an enemy to flee, drop their weapon, or grovel. It can use its plane shift spell to escape from a hostile environment or to travel between different regions within the wilderness.
  • Dungeon. A Cambion can use its fly speed to bypass traps and hazards on the floor or walls. It can use its detect magic spell to identify any magical traps or items. It can use its fiendish charm and suggestion spells to turn enemies against each other or to persuade them to join its side. It can use its command spell to make an enemy open a door, trigger a trap, or attack an ally. It can use its plane shift spell to escape from a dead end or a locked room.

Special Tactics

A Cambion can also employ some special tactics that make use of its abilities and spells in creative ways:

  • Infiltration. A Cambion can use its alter self spell to impersonate someone important or influential, such as a noble, a priest, a leader, or a hero. It can then use its deception and intimidation skills to gain trust and authority among the target’s allies or followers. It can then use its fiendish charm and suggestion spells to manipulate them into doing its bidding, such as revealing secrets, sabotaging plans, or betraying allies.
  • Assassination. A Cambion can use its alter self spell to disguise itself as someone harmless or friendly, such as a beggar, a merchant, a guard, or a friend. It can then use its deception and stealth skills to get close to the target without arousing suspicion. It can then use its command spell to make the target drop their guard or expose their weakness. It can then use its multiattack action to deliver two attacks with its spear (one melee and one ranged) for 2d6 + 4 piercing damage each plus 3d6 fire damage each.
  • Domination. A Cambion can use its fiendish charm spell to take control of one humanoid within range for up to a day. It can then use the charmed target as a puppet or a spy for various purposes, such as gathering information, spreading rumors, delivering messages, planting evidence, stealing items, or killing enemies. The charmed target obeys the cambion’s spoken commands without question unless they are harmed by the cambion or another creature or receive a suicidal command from the cambion.

Combat Tactics of the Cambion against a Generic Party of Adventurers

A Cambion is a cunning and charismatic creature that can use its abilities and spells to fight against a generic party of adventurers in the following ways:

  • Preparation. A Cambion will usually prepare for its encounter by gathering information about its enemies, such as their strengths, weaknesses, habits, allies, and enemies. It will also scout the area where it expects to encounter them, looking for advantageous positions, escape routes, and potential allies or enemies. It will also set up traps or ambushes if possible, using its stealth skill and deception skill to lure or surprise them.
  • Engagement. A Cambion will usually try to charm or suggest one or more enemies within range, turning them into allies or pawns. It will then use its multiattack action to deliver two attacks with its spear (one melee and one ranged) for 2d6 + 4 piercing damage each plus 3d6 fire damage each. It will also use its alter self spell to change its appearance and gain an edge in combat or social situations. It will use its command spell to force an enemy to do something simple and harmful for one round, such as dropping their weapon, fleeing, or groveling.
  • Retreat. A Cambion will usually try to avoid prolonged fights or unfavorable situations by retreating if it is outnumbered, outmatched, or wounded. It will use its fly speed and deception skill to evade pursuit or confuse its enemies. It will also use its plane shift spell to escape from danger or travel between planes.

General Suggestions

Here are some general suggestions on how to use a cambion effectively in your encounters:

  • Use its abilities and spells creatively. A cambion has a lot of options for combat and social situations, such as altering its appearance, charming or commanding enemies, detecting or shifting planes, or suggesting courses of action. Think of ways to use these abilities and spells to surprise, deceive, or manipulate the party or other NPCs.
  • Use its allies and minions. A cambion rarely works alone, as it often has allies or minions that serve or obey it. These can be other fiends, such as imps, quasits, or orthons, or humanoids, such as cultists, thieves, or corrupt officials. Use these allies and minions to support the cambion in combat, provide information or resources, or create diversions or complications.
  • Use its personality and goals. A cambion is an evil, cunning, ambitious, and charismatic creature that seeks power and influence in the mortal world. Use these traits to shape the cambion’s personality and goals, and how it interacts with the party and other NPCs. For example, a cambion might be arrogant and taunting, secretive and manipulative, or charming and persuasive.

Conclusions

A cambion is a versatile and dangerous creature that can challenge the party in various ways. By using its abilities and spells creatively, its allies and minions effectively, and its personality and goals appropriately, you can create memorable and challenging encounters with a cambion in your campaign.