Cambion

Monster Manual (2025) p. 65

Tamaño
Mediano
Tipo
fiend
Alineamiento
neutral malvado
CA
19
Iniciativa
4
Puntos de golpe
105 (14d8+42)
Velocidad
walk 30 ft., fly 60 ft.
Salvaciones
Str +7, Con +6, Cha +6, Int +5
Habilidades
Deception +6, Stealth +7, Perception +4
Resistencias
cold, fire, lightning, poison
Inmunidad a estados
poisoned
Sentidos
darkvision 120 ft.
Percepción pasiva
14
Idiomas
Abyssal, Common, Infernal
Desafío
5
Entorno
any
FUE
18
+4
DES
18
+4
CON
16
+3
INT
14
+2
SAB
12
+1
CAR
16
+3

Rasgos

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.

Acciones

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)

Conjuros

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

Otros datos

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.