Distracting Hand. As a bonus action, while the cambion has the Mage Hand spell active, it can designate a creature within 5 feet of the spectral hand. The cambion has advantage on its attack rolls against that creature until the end of the turn.
Evasion. If the cambion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the cambion instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
Sneak Attack (1/Turn). The cambion deals an extra 24 (7d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the cambion that isn't incapacitated and the cambion doesn't have disadvantage on the attack roll.
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)
Spellcasting. The cambion is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): infestation, mage hand, message, poison spray
1st level (4 slots): color spray, silent image, tasha's hideous laughter
2nd level (3 slots): hold person, invisibility, mirror image, shadow blade
3rd level (2 slots): fear, fireball
Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) fire damage.
Fire Ray. Ranged Spell Attack: +8 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.
Description
Some cambions prefer the more subtle ways of fighting behind the scenes or to toy with and torment their enemies. These are the cambions who take the path of the arcane trickster.
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