Medium Fiend, Neutral Evil
AC 19    Initiative +4 (14)
HP 166 (18d8 + 22)
Speed 30 ft., Fly 60 ft.
Mod Save
STR 22 +6 +11
DEX 18 +4 +9
CON 16 +3 +8
Mod Save
INT 16 +3 +8
WIS 18 +4 +9
CHA 16 +3 +8
Skills Deception +6, Perception +4, Stealth +7
Resistances Cold, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire; Charmed, Poisoned
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 18
Languages Abyssal, Celestial, Common, Draconic, Infernal
CR 13 (XP 10,000; PB +5)
Actions

Multiattack. The cambion makes two attacks, using Claw or Fire Ray in any combination.

Claw. Melee Attack Roll: +9, reach 5 ft. Hit: 14 (2d8 + 6) Slashing damage plus 8 (2d6 + 2) Fire damage.

Fire Ray. Ranged Attack Roll: +9, range 120 ft. Hit: 13 (3d8 + 6) Fire damage.

Spellcasting. The cambion casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):

2/Day Each: Alter Self, Command (level 3 version), Detect Magic
1/Day Each: Dominate Person (level 8 version), Plane Shift (self only)

Bonus Actions

Teleport. Belethor teleports itself or a willing devil within 10 feet of itself up to 60 feet to an unoccupied space he can see.

Legendary Actions
Legendary Action Uses: 2. Immediately after another creature’s turn, Belethor can expend a use to take one legendary action. He regains all expended uses at the start of each of his turns.

Fling
.
Belethor move up to half his Speed without provoking Opportunity Attacks, and he makes one Claw attack.

Previous Versions

Name Date Modified Views Adds Version Actions
8/9/2025 9:25:56 PM
3
1
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Coming Soon

Habitat: Any

Borelius

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