Medium Fiend (Demon), Any Evil Alignment
Armor Class 22 (scale mail)
Hit Points 213 (28d8 + 84)
Speed 30 ft., fly 60 ft.
STR
22 (+6)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws STR +11, INT +7, WIS +6, CHA +10
Skills Deception +11, Intimidation +11, Perception +6, Stealth +9
Damage Resistances Cold, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Senses Darkvision 60 ft, Passive Perception 16
Languages Abyssal, Common, Infernal
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Innate Spellcasting. The cambion warlord’s spellcasting ability is Charisma (spell save CHA DC 18). All spell saves (ignore what is listed in the spell description) are CHA 18. The cambion can innately cast the following spells, requiring no material components:

3/day each: alter self, command, fireball

1/day: cone of cold

Cantrips (at will): chill touch, fire bolt, ray of frost, minor illusion, true strike

1st level (4 slots): comprehend languages, shield

2nd level (3 slots): mirror image, misty step, see invisibility

3rd level (3 slots): fireball, dispel magic

4th level (2 slots): wall of fire, greater invisibility

Actions

Multiattack. The cambion warlord makes two melee attacks or uses its Fire Ray twice.

Hellrider's Greatsword. Two-handed Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: (2d8 + 7) slashing damage, plus (1d8) fire damage. Critical on 19 or 20. On Critical add (1d8) of any type of damage you choose.  

Fire Ray. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: (3d6 + 5) fire damage.

Fiendish Charm. One humanoid the cambion warlord can see within 30 feet of it must succeed on a CHA DC 18 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion warlord’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 with disadvantage, 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 warlord’s Fiendish Charm for the next 24 hours.

Immolation:  Flames wreathe any creature(s) of your choosing within a 30 ft radius (90 ft range). The target must make a CHA DC 18 saving throw. It takes 10d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 6d6 fire damage on a failed save, and half damage on a successful one. These magical flames can’t be extinguished by nonmagical means. Creatures must leave spell's radius in order to save. If damage from this spell kills a target, the target is turned to ash.

 

Description

A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage.

Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it.

Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion carries only as much authority as it can muster through sheer strength and force of will.

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