Magic Resistance. Ahnversey has advantage on saving throws against spells and other magical effects.
Fiendish Blessing. Ahnversey's AC includes his Charisma bonus.
Spellcasting. Ahnversey is an 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17 +9 to hit with spell attacks). Ahnversey can cast alterself, command, and dispel magic at will and has the following sorcerer spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): ice knife, identify, burning hands, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fireball, lightning bolt
4th level (3 slots): banishment, fire shield, wall of fire
5th level (1 slots): cone of cold, scrying, wall of force
Feinting Attack. You can expend one superiority die (1d6) and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll. Only 1 superiority die can be spent per turn. Ahnversey has 4 superiority die.
Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die (1d6) to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw (DC 16). On a failed save, you push the target up to 15 feet away from you. Only 1 superiority die can be spent per turn. Ahnversey has 4 superiority die.
Multiattack. The cambion makes two spear attacks or uses its Fire Ray twice
Spear. Melee Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 6) slashing damage plus 7 (2d6) necrotic damage. The Slick Pike: Ahnversey's Spear is magical. He has named it the slick pike and wrapped the spear in magical shackles. It is a magical weapon with a +2 bonus to hit and damage. It also does 2d6 necrotic damage in the hands of a fiend. A good or celestial creature can choose to heal themselves for (2d6) 3 times each day at dawn while attuned. Charges recollect at dawn.
Fire Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.
Fiendish Charm. One humanoid Ahnversey can see within 30 feet of it must succeed on a DC 17 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Ahnversey's spoken commands. If the target suffers any harm from Ahnversey's or another creature or receives a suicidal command from Ahnversey, 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 Ahnversey's Fiendish Charm for the next 24 hours.
Ahnversey has 2 legendary actions, choosing from the two options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ahnversey regains spent legendary actions at the start of each of its turns.
Expeditious Escape. Ahnversey can move his fly speed without provoking attacks of opportunity.
Brimestone Spray. Ahnversey can cast the cantrip Poison Spray.
Hellish Scorn (Costs two Actions). Ahnversey calls upon his fiendish heritage and summons a ring of flame that engulfs all creatures within 10 ft of him. Each creature within range must succeed on a DC 15 Dexterity saving throw or take 2d12 fire damage and be knocked back to the perimeter of the Scorn. On a successful save, a creature takes half damage and is not moved back
Description
Ahnversey is a devil of little decadence. He is for function over form in most things. He is calculating and sly. No entity would present an unacceptable ally to Ahnversey and equally, no ally would present an unacceptable enemy given the correct circumstances. He runs his business shrewdly. But his ultimate goal is to assist Kost until she opens the Lumbwood to the Abyss. Then, he will trade in souls until he is content.
Lair and Lair Actions
On initiative count 20 (losing to ties), Ahnversey takes a lair action to cause one of the following effects; Ahnversey cannot use the same effect two rounds in a row:
Hell's Fire. Pools of liquid magma that Ahnversey can see within 60ft surge outward in a burst of fire. Any creature on the ground within 10 feet of such a pool succeed on a DC 14 Dexterity saving throw or take 2d6 fire damage and the creature catches fire. A creature may use an action to put out the fire or take 1d6 fire damage at the end of each of its subsequent turns. A successful save takes half damage and the creature does not catch fire.
Brimestone Forge. A cloud of thick, sulphurous smoke billows from the magma pits in Ahnversey's lair. The smoke fills a 10 ft radius sphere centered on each magma pit with 120 ft of Ahnversey. The smoke cloud is heavily obscured and can be dismissed by Ahnversey as a free action. Additionally, Ahnversey can see through the smoke.
Souls of Dis. Streaking black spirits reach out from the walls to grasp and cling at anything in range. Any creature within 10ft of a wall takes 2d6 necrotic damage and must succeed on a DC 15 grapple check or be pulled 10 feet to the wall and is grappled.
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