Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 15). 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)
Smite (1/Turn). As a bonus action, when the cambion hits a creature with a weapon attack, it can expend a 1st level spell slot to deal (2d8) necrotic damage to the target. If the cambion expends a spell slot of 2nd level or higher, the extra necrotic damage increases by (1d8) for each level above 1st (maximum 5d8).
Spellcasting. The cambion is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, protection from evil and good, wrathful smite
2nd level (3 slots): branding smite, magic weapon
3rd level (2 slots): blinding smite, dispel magic
Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) 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 15 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.
Dreadful Aspect (Recharges after a Short or Long Rest). The cambion exudes magical menace. Each enemy within 30 feet of the cambion must succeed on a DC 15 Wisdom saving throw or be frightened for l minute. If a frightened target ends its turn more than 30 feet away from the cambion, the target can repeat the saving throw, ending the effect on itself on a success.
Description
Hell Knights are the fiendish antipaladins. They are fearless and cruel and often serve as the commander of a small fiendish army.
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