Medium Fiend (Devil), Any Evil Alignment
Armor Class 21 Studded Leather, Shield
Hit Points 112 (15d8 + 45)
Speed 30 ft., Fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +7, DEX +7, CON +6, WIS +4
Skills Deception +7, Intimidation +7, Perception +6, Stealth +6
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Fiendish Blessing. The AC of the cambion includes its Charisma bonus.

Brave. The cambion has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the cambion hits with it (included in the attack).

Innate Spellcasting. The cambion's innate spellcasting ability is Charisma (spell save DC 15). The cambion can innately cast the following spells, without providing material components:

3/day each: alter self, command, detect magic

1/day: plane shift (self only)

Actions

 

Multiattack. The cambion makes three melee attacks: two with its Warhammer and one with its Sting; or uses its Fire Ray twice.

Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.Hit: 13 (2d8 + 4) bludgeoning damage, or 16 (2d10 + 5) bludgeoning damage if used with two hands, plus 3 (1d6) fire damage.

Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 9 (2d4 + 4) piercing damage. The target must succeed on a DC 15 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one.

Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one creature. 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.

Weighted Net. Ranged Weapon Attack: +7 to hit, ranged 20/60 ft., one Small or Medium creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 15 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 10 slashing damage to the net (AC 12) destroys the net and frees the target.

Description

Hell Knights are the fiendish antipaladins. They are fearless and cruel and often serve as the commander of a small fiendish army.

Monster Tags: Devilfiend

SadHorizon

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