Cambion

Monster Manual (2025) p. 65

Size
Medium
Type
fiend
Alignment
neutral evil
AC
19
Initiative
4
Hit Points
105 (14d8+42)
Speed
walk 30 ft., fly 60 ft.
Saving Throws
Str +7, Con +6, Cha +6, Int +5
Skills
Deception +6, Stealth +7, Perception +4
Resistances
cold, fire, lightning, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
14
Languages
Abyssal, Common, Infernal
Challenge
5
Environment
any
STR
18
+4
DEX
18
+4
CON
16
+3
INT
14
+2
WIS
12
+1
CHA
16
+3

Traits

Proficiency Bonus

+3

Treasure

Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

Actions

Multiattack

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

Claw

Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 7 (2d6) Fire damage.

Fire Ray

Ranged Attack Roll: +7, range 120 ft. Hit: 13 (3d6 + 3) 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 14):

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

Spells

Alter Self [5.5e], Command [5.5e], Detect Magic [5.5e], Dominate Person [5.5e], Plane Shift [5.5e]

Other data

description

Cambions are former mortals corrupted by fiendish power or possessed by insidious forces. While tieflings are free-willed individuals with a hint of fiendish ancestry, cambions are inherently tied to or remade by the wicked magic of the Lower Planes. Many cambions serve the malevolent forces that are the source of their powers. Others seek to claim the might of whatever created them or to seize otherworldly powers of their own. Among the most notorious of such cambions is Iuz, a villain who became an evil demigod and whose villainous nation threatens the Free City of Greyhawk on Oerth. Cambions come into being in disparate ways. Roll on or choose a result from the Cambion Origins table to determine the source of a cambion's fiendish might.

Cambion Origins:

1d6The Cambion Gained Its Power After...
1Being possessed by a fiendish being.
2Being resurrected by an evil magic-user.
3Lengthy exposure to a Lower Plane.
4Making a bargain with a Fiend.
5Suffering a god's curse.
6Taking part in fiendish rituals.