Grim Harvest. Once per turn when killing one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
Spawn of the Grave. At the end of each of the cambion's turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points, provided the cambion isn't incapacitated. In addition, this cambion can use its Innate Spellcasting ability to cast animate dead three times per day.
Undead Thrall. When the cambion casts animate dead, it can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever it creates an undead using a necromancy spell, it has additional benefits:
The creature's hit point maximum is increased by 18.
The creature adds 6 to its weapon damage rolls.
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:
3/day each: alter self, command, detect magic, animate dead
1/day: plane shift (self only)
Spellcasting. The cambion is a 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The cambion has the following wizard spells prepared:
Cantrips (at will): control flames, mage hand, minor illusion, sword burst
1st level (4 slots): charm person, false life, magic missile, shield
2nd level (3 slots): nystul’s magic aura, detect thoughts
3rd level (3 slots): animate dead, counterspell, magic circle
4th level (3 slots): dimension door, summon greater demon
5th level (3 slots): danse macabre, passwall
6th level (1 slot): circle of death, create undead
7th level (1 slot): reverse gravity, teleport
8th level (1 slot): demiplane, maddening darkness
9th level (1 slot): wish
Spell Mastery. The cambion can cast the following spells at will using their base level.
1st level (at will): absorb elements
2nd level (at will): misty step
Spear. Melee or Ranged Weapon Attack: +10 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: +9 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.
Alistair 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. Alistair regains spent legendary actions at the start of its turn.
Move. Alistair moves up to his speed without provoking opportunity attacks.
Spear Attack. Alistair makes one attack with his spear.
Cast a Spell (Costs 3 Actions). Alistair casts a spell from his list of prepared spells, using a spell slot as normal.
Description
Alistair Krauss is a tall charcoal-black skinned tiefling with dark leathery wings, a long pointed tail, cloven hooves, twisted horns, short curly black hair, and six-fingered hands.
Adolescence: Alistair Krauss is a Cambion born from a Shadow Demon and a Tiefling. Shortly after his birth, his mother died from complications and he was left alone. Put into an orphanage at a young age Krauss was an outcast, but one day a small family adopted him and took him home. This family turned out to be a cult of Orcus and performed a ritual on the small boy to bring out his more demonic abilities. Brought up into this cult Alistair adopted their ideology as his own, he followed their beliefs as he was taught how to lie and cheat, to make those around him feel at ease and let him into their homes. Krauss helped the cult for years gathering more members and stretching their belief across the plains until the Empress took notice and had her men destroy all they had built in the blink of an eye. Spared from the slaughter of his flock Alistair had been away in the countryside hunting game when he returned to find his new family dead. Alone for the second time in his life Alistair left the countryside in favor of hiding among the crowd in a city traveling to Wheldrake he spent some years studying magic at a college under a mage who taught him how to draw power from the shadow weave and become a necromancer.
Adulthood. Alistair may have lost his family for a second time but he has found that being alone has its advantages, you can think clearly without the nagging voices of children and act without the permission of authority. Alistair has spent his adult life studying magic under a mage and sharpened his silver tongue in tavern bars to easier spread his influence. After learning all he could from the mage he left Wheldrake and spent years gathering followers in small towns and villages to do his bidding and exact his revenge on the Empress. He created the Ebony Order that can be split into three smaller segments; The Onyx Moths, The Black Hand, and The Obsidian Eye. The Ebony Order is searching for the book of vile darkness, the hand of vecna, and the eye of vecna. He wants to gather these three artifacts to overturn the Orselus empire into a land of the undead and prepare the portal for Orcus to ravage the land.
Comments