Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 16). 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)
Multiattack. Arrakir makes two melee attacks using Cindershatter or Galebraid.
Cindershatter. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) magical bludgeoning damage plus 10 (3d6) fire damage. Target must succeed on a DC 18 Dexterity saving throw or be shoved 15 ft. away and knocked prone.
Galebraid. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (4d4 + 4) magical slashing damage. Target must succeed on a DC 18 Strength saving throw or become grappled and restrained. A target affected in this way may use their action on their turn to attempt the saving throw again, setting themselves free on a success. When a target is captured by Gailbraid, Arrakir may not use this weapon to attack other targets without setting the captive free.
Close Quarters. Arrakir may use a bonus action to grapple a target with a set of spectral arms.
Quick Reflexes. When targeted by a melee attack, Arrakir can use his reaction to make a grappling attempt on the attacker with a set of spectral arms.
Emberwind. Arrakir spins Galebraid to create great pulses of wind before igniting them with energy from Cindershatter. Ranged Spell Attack: +12 to hit, reach 90 ft., one target. Hit: 14 (2d8 + 5) magical bludgeoning damage plus 14 (4d6) fire damage.
Fiendish Drop. Arrakir flies toward a target with frightening speed before attempting to take them high into the air with flight and spectral arms. The target must win a contested grapple check or be instantly flown 40 ft. in the air and dropped. Target takes fall damage equal to the height they are dropped from (4d6) and lands prone.
Comments