Medium Fiend, Any Alignment
Armor Class 17 (20 with mage armor)
Hit Points 136 (14d8 + 70)
Speed 30 ft., Fly 60 ft.
STR
14 (+2)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws CON +9, INT +7, WIS +7, CHA +9
Skills Arcana +3, Deception +4, Perception +3, Religion +3
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60, Passive Perception 17
Languages Abyssal, Common, Infernal
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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

Dark One's Own Luck (Recharges after a Short or Long Rest). When the cambion makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur.

Spellcasting. The [Cambion Warlock] is a 8th-level spellcaster. The cambion casts one of the following spells as an action, requiring no material components and using [Charisma] as the spell casting ability with a spell save DC 17, +9 to hit with spell attacks. The [Cambion Warlock] has following [Warlock] spells prepared:

Cantrips (at will): Eldritch Blast (3 beams, 1d20 + 9 for 1d10 + 5 each), Levitate (self only), Mage Armor (self only), Mage Hand, Minor Illusion, Speak With Dead

3/day: Alter Self, Banishment, Command, Detect Magic, Fireball, Flame Strike, Mirror Image, Scrying (as an action), Wall of Fire

1/day:  Feeblemind, Finger of Death, Plane Shift (self only)

Actions

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

Spear. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) [piercing] damage, or 6 (1d8 + 2) [piercing] damage if used with two hands to make a melee attack, plus 3 (1d6) [fire] damage.

Fire Ray. Ranged Spell Attack: +9 to hit, range 120 ft., one creature. Hit: 10 (3d6) [fire] damage.

Fiendish Charm. One humanoid the cambion 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 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.

Eraydon

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