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
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:
| 1d6 | The Cambion Gained Its Power After... |
|---|---|
| 1 | Being possessed by a fiendish being. |
| 2 | Being resurrected by an evil magic-user. |
| 3 | Lengthy exposure to a Lower Plane. |
| 4 | Making a bargain with a Fiend. |
| 5 | Suffering a god's curse. |
| 6 | Taking part in fiendish rituals. |