Homebrew Zariel Cambion Species Details

A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage.

Born to Be Bad

Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it.

Pawns of the Mighty

A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion carries only as much authority as it can muster through sheer strength and force of will.

 

Cambion Names

Cambion names fall into three broad categories. Cambions born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger cambions, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.

Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai

Female Infernal Names: Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta

“Virtue” Names: Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary

CAMBION BACKGROUNDS

Backgrounds that are most appropriate for cambions include the acolyte, criminal, outlander, the soldier, and the spy.

 

Zariel Cambion Traits

As a cambion, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing a cambion requires special consideration by your DM.

Ability Score Increase

Your Strength score increases by 2, and your Charisma score increases by 2.

Age

Cambions mature at the same rate as humans but live far longer.

Alignment

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.

Size

Cambions are about the same size and build as humans, but the blood of Zariel makes you much larger. Your size is Large.

Speed

Your base walking speed is 40 feet.

Fiend

Your creature type is fiend, rather than humanoid.

Darkvision

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.

Fiendish Blessing

You may add your Charisma modifier to your AC.

Fiendish Charm

One humanoid within 30 feet that you can see must succeed on a Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys your spoken commands. If the target suffers any harm from you or another creature or receives a suicidal command from you, 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 your Fiendish Charm for the next 24 hours.

Fire Ray

Your are fueled with infernal power, capable of shooting rays of fire. If you hit with them, you deal fire damage equal to 3d6 + your Charisma modifier.

Flight

You have a flying speed of 60 feet. To use this speed, you can’t be wearing medium or heavy armor.

Infernal Resistance

You have advantage on saves against poison, and resistance to cold, fire, necrotic, poison damage, and bludgeoning, piercing, and slashing from nonmagical attacks.

Innate Spellcasting

You can cast command and detect magic three times a day. Starting at 3rd level, you can cast alter self three times a day. Starting at 5th level, you can cast plane shift(self only) once a day. Charisma is your spellcasting ability for these spells.

Silver Tongued

You have proficiency in Deception and Persuasion.

Languages

You can speak, read, and write Common, Celestial, and Infernal.

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