AC 16 (scale mail) or 14 while unarmored
HP 93 (11d8 + 44; bloodied 46)
Speed 30 ft., fly 60 ft.
Proficiency +3; Maneuver DC 15
Saving Throws Con +7, Int +6, Wis +5, Cha +7
Skills Deception +7, Intimidation +7, Perception +5, Stealth +7
Damage Resistances cold, fire, poison; damage from nonmagical weapons
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Infernal
ACTIONS
Multiattack. The cambion makes two melee attacks or two ranged attacks.
Black Iron Blade. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage, and the target takes a wound that deals 5 (1d10) ongoing slashing damage. A creature can end the ongoing damage by staunching the wound as an action or by giving the target magical healing.
Fire Blast. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 13 (3d8) fire damage.
Fiery Escape (1/Day). The cambion magically creates a fiery portal to the realm of its fiendish parent. The portal appears in an empty space within 5 feet. The portal lasts until the end of the cambion’s next turn or until it passes through the portal. No one but the cambion can pass through the portal; anyone else that enters its space takes 14 (4d6) fire damage.
BONUS ACTIONS
Fell Charm. The cambion targets one creature within 30 feet. The target makes a DC 15 Wisdom saving throw . On a failure, it is magically charmed by the cambion for 1 day. The effect ends if the cambion or a cambion’s ally harms the target, or if the cambion commands it to take a suicidal action. While charmed, the target regards the cambion as a trusted friend and is an ally of the cambion. If the target makes a successful saving throw or the effect ends, the target is immune to this cambion’s Fell Charm for 24 hours.
Command. The cambion gives an order to an ally within 60 feet that can hear it. If the ally has a reaction available, it can use it to follow the cambion’s order, either taking an action or moving up to its Speed.
Shapeshift. The cambion magically changes its form to that of any humanoid creature it has seen before, or back into its true form. While shapeshifted, its statistics are unchanged except that it has no armor or equipment, can’t use its black iron blade, and can fly only if it is in a form with wings. It reverts to its true form if it dies.
Combat
The cambion prefers to stay out of melee range, attacking with its fire blast and using Fell Charm on its first turn. It uses Command when it has an ally or charmed victim in position to harm one of its foes. If its allies fail it, it wades into battle using its black iron blade, attacking multiple targets to inflict ongoing wounds on as many foes as possible. When reduced to 30 hit points or fewer, it flies away, promising revenge. It uses Fiery Escape only as a last resort.
Names
Azlea, Belarith, Ilbane, Latharn
Legends & Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 A cambion is the winged, horned offspring of a mortal and a fiend.
DC 15 A cambion can change its shape and shrugs off damage from fire, cold, poison, and mundane weapons.
DC 20 Cambions can be bargained with and usually stick to the letter of their agreement.
A cambion is the offspring of a mortal and a powerful demon or devil. In its true form, a cambion has horns, batlike wings, and cloven hoofs that scorch the ground, but it often cloaks itself in mortal guise.
Spawn of Evil. Demons and devils sometimes seek to extend their power by seducing or forming pacts with mighty mortals, or breeding children to act as underlings and generals. Most cambions serve their fiendish parent willingly, though some rebel, seeking power for their own ends or even rejecting their evil upbringing altogether.
Carefully Laid Plans. Every cambion wages a constant campaign to increase its own power, either to serve or to fight its parent. Using its ability to change form, a cambion often maintains false identities and surrounds itself with duped minions and allies. It has contingency plans for many eventualities and can readily turn failure into success. It uses its ability to escape to its parent’s fiery domain only as a last resort. Once it does so, it remains under its fiendish creator’s thumb for some time.
Black Iron Blade. A cambion’s weapon often resembles a cruelly barbed black glaive, greatsword, axe, or scythe. A creature that obtains and attunes to it gains a magic weapon that grants resistance to fire damage. Some blades have additional sinister properties. The fiendish creator of a lost black iron blade will stop at nothing to retrieve it.
1 Carrying out its master’s orders or reporting on its progress
2 Recruiting mighty adventurers for its army
3 Searching for an evil artifact
4 Threatening, bribing, or charming a victim
5 In mortal disguise, pretending to be a young, admiring noble
6 In its lair, executing a subordinate, throwing darts at a painting of its arch-enemy, or yelling at a cracked mirror
1 Merry laughter, long and loud
2 Hoofprints filled with ash
3 A picnic with fine wine, bread, cakes, and a basket of pears, scattered and trampled
4 A charred corpse sitting cross-legged in front of a game board; DC 13 gaming proficiency check: the corpse was one turn away from winning
5 A stone altar, still wet with blood
6 An imp or cultist scout
Cambions live in secret among humanoids, favoring war camps, cities gripped by political turmoil, and other places of strife.
CR 5–10 1 or 2 cambions ; cambion with several commoners or nobles ; cambion riding a corrupted unicorn or nightmare
Treasure 110 pp, potion of poison , figurine of wondrous power (obsidian steed)
CR 11–16 Cambion with 1d6 + 7 soldiers; cambion with cult fanatic and 1d6 + 5 cultists ; cambion with 2 or 3 doppelgangers
Treasure 3 black opals (1,000 gp each), adamantine scale mail , figurine of wondrous power (ebony fly)
Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.