Medium Fiend, Any Evil Alignment
AC 19 (dex + mage armor)    Initiative +5 (15)
HP 95 (11d8 + 45)
Speed 30 ft., Fly 60 ft.
Mod Save
STR 13 +1 +1
DEX 20 +5 +9
CON 18 +4 +4
Mod Save
INT 13 +1 +1
WIS 14 +2 +2
CHA 20 +5 +9
Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Gear +2 spear
Senses Darkvision 60 ft.; Passive Perception 14
Languages Abyssal, Common, Infernal
CR 9 (XP 5,000; PB +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 1d10 to the roll.  It can do this after the roll is made but before any of the roll's effects occur.

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:

At Will:  Eldritch Blast, Fire Bolt

3/day each: alter self, command, detect magic, Eldritch Blast, Hellish Rebuke

1/day: plane shift (self only), Gaseous Form

Actions

Multiattack. The cambion makes two melee attacks or uses its Fire Bolt or Eldritch Blast twice.

Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 6) piercing damage, or 9 (1d8 + 7) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.

Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 10 (1d10+5) force damage.  The cambion can choose to repel a target that is successfully hit 5 feet with each strike.

Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 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.

PapaMike64

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