Medium Fiend, Any Evil Alignment
Armor Class 19 scale mail
Hit Points 94 (14d8 + 33)
Speed 60 ft., Walk 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
15 (+2)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws STR +7, CON +6, INT +5, CHA +6
Skills Deception +6, Intimidation +6, Perception +5, Stealth +7
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft, Passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

 

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

Innate Spellcasting. The cambion's spell casting ability is Charisma (spell save DC14). The cambion can innately cast the following spells, requiring no material components:
3/day each: alter self, command, detect magic   
1/day: plane shift (self only) 

Spider Climb. The cambion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 

Regeneration. The cambion regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the cambion takes radiant damage or damage from holy water, this trait doesn't function at the start of the cambion's next turn.

Shapechanger. If the cambion isn't in sunlight or running water, it can use its action to polymorph into a tiny bat or a tiny to medium humanoid. 
While in bat form, the cambion can't speak, its walking speed is 5 feet, and it as a flying speed of 30 feet. Its statistics, other than its size and speed are unchanged.
Without wings, the cambion loses its flying speed in humanoid forms.   
Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Ethereal Mist. The cambion's vampiric and fiendish heritage combine to allow for an emergency escape if the cambion is ever in dire straits. When the cambion is bloodied (at or below half hit points), it can choose to enter the ethereal plane for an action. While most creatures that move to the ethereal plane become completely invisible to those on the material plane, the cambion's vampiric ancestry prohibits such behavior. Instead the cambion is visible as a ghostly figure made of mist. this figure can only be damaged by sunlight or running water from the material plane while it is immune to all other damage types. This is the only time natural sunlight or running water damage the vampiric cambion.
Sunlight: 10 radiant damage from starting a turn in sunlight.
Running water: 10 acid damage for ending its turn in running water.
Spells to note: Sunbeam, Dawn, or Sunburst can damage the cambion in Misty Ethereal form. Spells that can create natural sources of running water (for example, create a spring or change the flow of a river) count as running water, while spells like Create Water and Tidal Wave are ineffective. If the spell last for more than one turn, the spell will also do the described damage on the cambion's turn. 

Undead Nurture. The cambion can hold its breath for 1 + Constitution Modifier * 2.

Actions

Multiattack. The cambion makes two melee attacks or uses Fire Ray twice.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., range 20/60 ft., 1 target. Hit:  7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with both hands to make a melee attack, plus 3 (1d6) fire damage. 

Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., 1 target. Hit: 10 (3d6) fire damage.

Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the campions spoken commands. If the target suffers any harm from the campion or another creature or receives a suicidal command from the campion, the target can repeat the saving throw, ending the effect on itself on a success. If the 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.

Kiss of Death. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, a creature that is charmed by it or a creature that is grappled by the cambion, incapacitated, or restrained. Hit: 6 (1d4 + 4) piercing damage plus 20 (4d8 + 4) psychic or necrotic damage. Either the cambion chooses which to inflict or half is psychic and half is necrotic. The target's hit point maximum is reduced by an amount equal to the damage taken, and the cambion regains hit points equal to half the amount of necrotic damage. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually human). Sometimes succubus or incubus has a child with an undead vampire instead. The cambion inherits aspects of both parents, but their horns, leathery wings, and tails are hallmarks of their fiendish parentage. Their red eyes, fangs, and unhealthy pallor to their skin testify of their undead parentage. 

Soaked in Blood. Like their fiend parents, campions often find a living in the service of other demons. In the Nine Hells, there is a promise of promotion if one can do better than the others. In the Abyss power is gained through strength. However, some cambions with vampiric parentage decide to remain on the material plane, living life more like a vampire than a fiend. No matter where this particular type of cambion goes, it will live a life of blood shed and manipulation and relish in it.

Born Better. Cambions already believe themselves superior to the mortal humanoids that may have raised them. Vampiric cambions believe themselves superior to other cambions. The vampiric parentage gives them abilities elvish or humanoid cambions do not have, including shape changing, life draining, and ethereal escape. It also comes with weaknesses that the cambions keep secret, including the weakening power of sunlight and running water. Since so few vampiric campions exist, their secret is relatively safe, but they still guard it jealously.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Shapechangerundeadfiend

NobleElf

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