Adamantium Armor. The armor that cambion wears is made from adamantium therefore critical hits are just regular hits.
Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 18). The cambion can innately cast the following spells, requiring no material components:
3/day each: absorb elements, alter self, command, detect magic, identify, hellish rebuke, counterspell
1/day: bane, darkness, heat metal, fireball, speak with dead, confusion, mislead, temporal shunt
Multiattack. The cambion makes three melee attacks or uses its Fire Ray thrice.
Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or if used with two hands to make a melee attack 8 (1d8 + 4) plus 7 (2d6) fire damage.
Fire Ray. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 13 (3d8) fire damage.
Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 18 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.
The cambion can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The cambion regains spent legendary actions at the start of its turn.
Fly Away. The cambion can move up to half of his flying movement.
Hell's Revenge. The cambion makes one spear or one fire ray attack.
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