Medium Fiend, Any Evil Alignment
Armor Class 21 Chain Shirt
Hit Points 168 (11d12 + 93)
Speed 60 ft., Walk 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
17 (+3)
INT
16 (+3)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws CHA +7
Skills Deception +7, Intimidation +7, Perception +4, Stealth +8
Damage Resistances Cold, Fire, Lightning, Poison
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

 

Innate Spellcasting. The Cambion Gang Leaders spellcasting ability is Charisma (spell save DC 16, +4 to hit). The Cambion Gang Leader can cast the following spells  without  material components (All spells are cast at the level they are learned unless specified):
At will:  Friends, Guidance,  True Strike, Fire Bolt, Illusory Script

5/Day: Silence, Sleep, Command,  Charm Person, Disguise Self, Comperhend Languages,  Magic Missile 

3/Day:  Counter Spell, Fear, Feign Death,  Shield,  See Invicibily, Invicibilty

1/Day: Fireball (4th Level),  Scrying,  Plane Shift 

 

Mastery of the Innate. All at will spells the Cambion Gang Leader can cast can also be casted as a bonus action (If done with a spell that requires a DC check the DC is lowered by 2).

Fiendish Blessing. The Cambion Gang Leaders AC includes its AC

Fiendish Summoning: All Cambion Gang Leader once a month in a 1 hour ritual may summon 5 CR worth of fiends under the control based on there allginment (CE: Demons, LE: Devils, NE: Any non demon or devil fiend)

Actions

Multiattack. The Cambion Gang Leader can make 3 spear attacks and 1 Fire Blast.

Fiendish Spear. Melee or Ranged Attack: +8 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 14 (2d6 + 8) piercing damage damage, or 16 (2d8 + 8) piercing damage is used with two hands is used to make a melee attack, plus 5 (1d10) fire damage.

Fire Blast: Ranged Spell Attack: +8 to hit, ranges 120 ft., one target. Hit: 15 (5d6) fire damage 

Fiendish Charm: One Humanoid the Cambion Gang Leader can see within 40 feet of it must succeed on a DC 14 wisdom saving throw or be magically charmed for 1 day. The Charmed Creature must obeay the Cambion Gang Leaders spoken commands. If the target suffers any harm from the Cambion Gang Leader or another creature or recieves a suicidal command from the Cambion Gange Leader, the target repeats the saving throw, ending the effect on a successful roll, or if the effect ends for it, the creature is immune to the effect for 24 hours

Bonus Actions

Mass Blindness. Once after every long rest as a bonus the Cambion Gang Leader may make an creature in a 30 ft cone make a DC 14 (Wisdom) Saving throw if failed all creatured are blinded untill the end of the Cambion Gang Leaders Turn

Reactions

Skittish Nerves. As a reaction if a creature ends its turn next to the Cambion Gang Leader the Cambion Gang Leader may move 1/2 its walk speed away from that creature.[.

Description

Cambion Gang leaders are actually known as Greater Cambions in the lower plains and only gained the nickname in the material planes do to the fact they are seen leading packs of criminals or evil groups.

A Life Long Lived. Cambion Gang Leaders are a group of Cambions the have lived to see their later years, living to be around 120, and have grown to be much more intelligent and crafty compared to there younger counterparts.

More Fiendish then the Rest. Cambion Gang Leaders are easily spotted by their more fiendish highlights and limbs, most Greater Cambions have black ashy skin at the tips if their limbs and other parts, their horns grow to be 6 inches long and their tails grow to be at least 3 ft long and drags on the grounds.

King of Mighty Pawns. Greater Cambions have a nack of finding lessers of there speices and use them to there advantage, most times making them leaders of smaller groups of criminals and fiends.

Never Without a Possy. Greater Cambions when in control of a group of criminals makes their "Friends" stay around them at all times, this makes the start of a Greater Cambions criminal life much harder, most dealings are done in person and all criminal activity is made withe Cambions presence, but later in life if the Cambion survives these "Friends" become a great asset to their personal pertection. 

Monster Tags: fiend

Habitat: Urban

Oglebee

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