Medium Fiend, Any Evil Alignment
Armor Class 18 (scale mail)
Hit Points 50 (11d8)
Speed 30 ft., Fly 60 ft.
STR
16 (+3)
DEX
20 (+5)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws STR +5, CON +5, INT +3, CHA +7
Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
Damage Resistances Cold, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Senses Darkvision 60 ft., Passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 17). The cambion can innately cast the following spells, requiring no material components:

3/day each: alter self, command, detect magic

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 6 (2d6) fire damage.

Fire Ray. Regained on rolling a 5 or 6 on a d6. Ranged Spell Attack: +7 to hit, range 120 ft., two targets. Hit: 10 (3d6) fire damage. 

Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 18 Wisdom saving throw or be magically charmed for 1 minute. 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.

Hellish Hail Storm (Melf's minute meteors). You create 4 tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save and is given the on fire condition (2d4 per turn until they use an action to put it out) , or half as much damage on a successful one.

Legendary Actions

Blood Feast. The Cambion can make a creature charmed by Fiendish Charm make an attack against itself. The damage dealt to the creature is equal to the damage dice and modifiers of a martial or simple weapon the creature has equipped of the Cambion's choice. Blood pours from the wound and is siphoned by the Cambion, restoring health equal to the wound the creature dealt to itself.

Habitat: Urban

Kevin_hines7862

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