Homebrew 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.
Spawn of Graz’zt. The demon lord Graz’zt is fond of procreating with humanoids who have made pacts with fiends, and he has sired many cambions who help him sow chaos across the multiverse. These cambions are characterized by charcoal-black skin, cloven hooves, six-fingered hands, and unearthly beauty.
Cambion Traits
Created from the mating of a humanoid and a fiend, Cambions inherit fiendish traits not just in their body, but in their mind.Ability Score Increase
Your Charisma score increases by 2, and one other ability score of your choice increases by 1.
Alignment
Cambions carry out the will of their fiendish parents, spreading depravity across the multiverse. They are almost always evil.
Size
Cambions are about the same size of humans. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Thanks to your fiendish bloodline, you have darkvision to a range of 60 feet.
Flight
Because you are half-fiend, you have grown a pair of leathery wings. You have a flying speed equal to your walking speed, and you can hover. You can't benefit from this flying speed in heavy armor.
Fire Ray
You can use your action to shoot out a small beam of fire. You must make a special ranged spell attack. The fire ray attack has a range of 120 feet and deals fire damage on a hit equal to 1d8 plus your choice of your Dexterity, Intelligence, Wisdom, or Charisma modifier (your choice). You also add the modifier you chose to attack rolls made with this attack.
The fire damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Innate Spellcasting
You can cast alter self and command with this trait.
You can cast either of those spells once, and you regain the ability to do so when you finish a short or long rest. You can also cast any of those spells using any spell slots you have. Your spellcasting ability is Intelligence, Wisdom, or Charisma (your choice).
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Fiendish Resistance
You have resistance to fire and poison damage.
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Posted Mar 22, 2023I think I should probably remove the Magic Resistance