CAMBION – 5e stats

Medium fiend (demon), any evil alignment

Armor Class 19 (scale mail)
Hit Points 82 (11d8 + 33)
Speed 30 ft., fly 60 ft.

Proficiency Bonus +3
Proficiency Bonus +5 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
18 (+4)18 (+4)16 (+3)14 (+2)12 (+1)16 (+3)

Saving Throws Str +7, Con +6, Int +5, Cha +6
Skills Deception +6 (+9 with Expertise), Intimidation +6 (+9 with Expertise), Perception +4 (+7 with Expertise), Stealth +7 (+10 with Expertise)
Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common, Infernal
Languages (suggested) Abyssal, Common, Infernal, Telepathy (360 ft.)
Challenge 5 (1,800 XP)

Fiendish Blessing. The AC of the cambion includes its Charisma bonus.

Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:

Innate Spellcasting (suggested). The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:

Rogue Features (suggested). The cambion possesses the following features of a 11th level rogue: Expertise (perception, stealth), Cunning Action, Roguish Archetype (Assassin), Uncanny Dodge, Expertise (deception, intimidation), Evasion, Assassin Archetype Feature, Reliable Talent.

Sneak Attack (suggested). The cambion can perform the sneak attack action as a rogue of 11th level.

ACTIONS

  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
  • Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.
  • 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 a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A cambion is a hybrid creature born from the union of a human female and a demon. The power and rank of the cambion depend on the nature of its demonic sire: a major cambion is the offspring of a lesser or greater demon, while a Baron/marquis is the offspring of a true demon.

The birth of a cambion is always fatal for the mother, as the demonic essence consumes her life force.

Cambions are fearsome and repulsive in appearance. They have a humanoid shape, but their skin is dark, scaly, and riddled with scars; their ears are pointed and elongated; and their mouths are full of jagged, yellow teeth. Cambions favor wearing armor and weapons adorned with spikes and barbs. They can communicate telepathically with other beings.

COMBAT

Cambions are alert and vigilant, always ready for a fight. They wield elegant and deadly weapons and armor, often imbued with magic. There is a high probability that a cambion’s weapon or armor has some enhancement (such as increased accuracy, damage, or protection), and a small chance that it has some unique property (such as flaming, freezing, or flying). The nature of these properties is up to the referee’s discretion.

Cambions also possess innate magical abilities, inherited from their fiendish ancestry. Besides the common powers of the tanar’ri, cambions can manifest one to four of the following effects: detecting the presence of magicinducing fear with a touchfloating in the air, and changing their shape. These effects can be used a limited number of times per day. Furthermore, cambions with high intelligence can cast spells as wizards, with a level equal to their hit dice (major cambions are 4th level, barons and marquises are 6th level). They also have a spellbook with a random selection of spells.

Cambions are also masters of stealth, able to move and hide in the shadows with ease. They can even scale walls with their claws and agility. Their skill is so great that they can perform these feats even while wearing heavy metal armor, without making any noise or losing any speed.

HABITAT / SOCIETY

Cambions are the despised and rejected offspring of human females and demons. They have no place in either the human world or the Abyss, and they harbor a deep resentment and hatred for all living things.

However, their cunning and ruthlessness make them excellent assassins. The balors, the most powerful of the true demons, employ them as personal guards and counselors. Some cambions manage to overcome their bitterness and take pride in serving such mighty lords.

A few cambions do not share the chaotic evil alignment of their kin, but instead lean towards neutrality or even goodness. These rare and unfortunate beings are doomed to a lonely existence, as they are shunned by both good and evil creatures.

ECOLOGY

Cambions are involved in the Blood War, the eternal conflict between the demons of the Abyss and the devils of the Nine Hells. They serve as assassins, infiltrating the enemy ranks and eliminating key targets. Cambions are valued for their stealth, agility, and telepathy, which allow them to evade detection and communicate with their allies. Cambions are loyal to their demonic masters, but they also seek personal glory and advancement in the chaotic hierarchy of the Abyss.