Innate Spellcasting. The cambium’s innate spellcasting ability
is Charisma (spell save DC 17, +9 to hit with spell attacks). The
cambium can innately cast the following spells, requiring no
material components:
Constant: levitate
At will: alter self, detect thoughts, hold person, plane shift, spare
the dying
3/day: cure wounds 21 (4d8 + 3), ray of sickness 18 (4d8),
protection from poison,
Multiattack. The cambium makes four needle fingers attacks.
Needle Fingers. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 21 (3d10 + 5) piercing damage. In addition, the
target must make a DC 19 Constitution saving throw; if it fails,
the cambium can either inflict Ability Damage or Imbalance
Humors. A target makes this saving throw just once per turn,
even if struck by more than one needle fingers attack.
Ability Damage (3/Day). When the target of the cambium’s
needle fingers fails its Constitution saving throw, one of its
ability scores (cambium’s choice) is reduced by 1d4 until it
finishes a long rest. If this reduces a score to 0, the creature is
unconscious until it regains at least one point.
Imbalance Humors (3/Day). When the target of the cambium’s
needle fingers fails its Constitution saving throw, apply one of
the following effects:
Sanguine Flux: The target cannot be healed—naturally or
magically—until after their next long rest.
Choleric Flux: The target becomes confused (as the spell)
for 3d6 rounds. The target can repeat the saving throw at
the end of each of its turns to shrug off the flux before the
duration ends.
Melancholic Flux: The target is incapacitated for 1d4 rounds
and slowed (as the spell) for 3d6 rounds. The target can
repeat the saving throw at the end of each of its turns to
shrug off the flux before the duration ends.
Phlegmatic Flux: A successful DC 18 Constitution saving throw
negates this effect. A failed saving throw means the target
gains one level of exhaustion which lasts for 3d6 rounds.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Unfolding impossibly from beneath voluminous robes, this
creature’s pockmarked, spindly arms end in clusters of narrow
spikes. Its long, hollow, needle-like fingers and its many-jointed
arms move with surprising speed and strength for such an
emaciated creature.
Hunched and Robed. The cambium skulks through mortal
society, hunched and contorted, concealing its nine-foot height
and its supernumerary arms.
Devours Bodily Humors. The source of a cambium’s interest
lies in every mortal body: the four humors, which it drains in
precise amounts, sometimes to fix its own imbalances, sometimes
to concoct serums meant for sale in hellish markets. Its victims
are left in a desperate state, eager for a corrective fix and willing to
obey the cambium’s every whim as servants and toadies.
Abandons Victims. After a sufficient crop has been harvested,
the cambium abandons these addicts to die slowly from violent
withdrawals, and allows
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments