Homebrew Cambion Species Details
The mothers of true cambions always died in childbirth, serving to strand the newborn on the Material Plane, where it would be orphaned, or in the Abyss where it would be abused by the demons who looked down upon such children. Never accepted by either society, cambions invariably grew up bitter and twisted but, due to their powers, they often became exceptional assassins. Many though, were made ambassadors to the worshipers of various demonic powers, usually Graz'zt, Demogorgon, Orcus and Lolth.
Loners by nature, they liked to get lost in the crowds of large cities, especially in places where people didn't ask questions. Good-aligned cambions were rare, but sometimes, if their mother was good- or neutral-aligned, they took on her non-evil nature and were subsequently doomed to a life of loneliness, as not even their demonic patrons would accept them.
Cambions excelled in luring mortals to the Abyss; the only demons better at it were succubi. They then warned demons of the mortals' approach and let them do what they did best so the souls could be turned into larvae or manes.
Cambions were very ambitious and always put as much effort as they could into whatever they attempted, maybe either to prove themselves to a parent or to themselves, but regardless, they made great leaders, information brokers, etc. and they were often catalysts for major events.
Cambions bred true with each other, but they often preferred to seek out humanoid mates to create tiefling children.
Special Traits
- Innate Spellcasting. The cambion’s innate spellcasting ability is Charisma (spell save DC 12). It can cast the following spells, requiring no material components.
- 3/day: command
- 1/day each: charm person, enthrall
Actions
- Multiattack. The cambion makes two weapon attacks.
- Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
- Fiendish Charm. One humanoid the cambion can see within 30 ft. 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.
About
When an incubus procreates with a humanoid in the Abyss, and the mortal parent resides on that plane throughout the pregnancy, the gestating child absorbs enough Abyssal energy to be born not as a half-demon, but as a type of humanoid demon known as a cambion.
Cambions are true outsiders. The majority of cambions have red skin, horns on their heads, and a set of devil like wings—the fiendish aspects of cambions’ appearance don’t range as widely as those of tieflings. A typical cambion stands 6 feet tall and weighs 190 pounds.
Cambion Traits
Cambion's share certain racial traits as a result of their infernal descent.Innate Spellcasting
Innate Spellcasting. The cambion's spellcasting ability is Charisma (spell save DC 14). 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)
Ability Score Increase
Your Intelligence score increases by 1, and your Charisma score increases by 2.
Age
Cambion's mature slower than humans and live a few years longer.
Alignment
Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size
Cambion are about the same size, if not slightly taller, and build as humans. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hellish Resistance
You have resistance to cold, fire, lightning, poison, and bludgeoning damage.
Infernal Legacy
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages
You can speak, read, and write Common and Infernal.
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