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:
3/day each: alter self, command, detect magic
1/day: plane shift (self only)
Infernal Brand. The cambion utilizes hemocraft combined with the magic of the Lower Planes to mark a target hit with a melee attack in one of three ways.
Brand of the Chainer's Gaze. The brand diminishes targets' resolve. The target must make a DC 14 Wisdom saving throw, and on a failed save they are branded. Whenever a creature branded in this way makes a saving throw, they must roll 1d6 and subtract the result from their saving throw.
Brand of Tyrant’s Hellfire. The brand exudes hellfire. The target must make a DC 14 Charisma saving throw, and on a failed save they are branded. Whenever the cambion hits a creature branded in this way with an attack, it deals an additional 3 (1d6) fire damage.
Brand of Deceiver's Guile. The brand twists targets' senses and perspective. The target must make a DC 14 Intelligence saving throw, and on a failed save they are branded. Whenever a creature branded in this way attempts to attack the cambion, they must roll 1d6 and subtract the result from their attack roll.
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.
Description
Drawing upon the hemocraft of blood hunters through the connections of Asmodeus to the blood divine domain, some cambions develop new ways to mark their prey.
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