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Habitat: Any; Treasure: Relics

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.
It seems that I must do everything myself, since I have only fools for servants. Clearly disappointment must ever be the price of divinity.
—Iuz the Evil, cambion demigod

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)


Cambion

Medium Fiend, Neutral Evil
  • Armor Class 19
  • Hit Points 105 (14d8 + 42)
  • Speed 30 ft., Fly 60 ft.
  • Initiative +4 (14)
STR
18 (4)
DEX
18 (4)
CON
16 (3)
INT
14 (2)
WIS
12 (1)
CHA
16 (3)
  • Saving Throws Str +7, Dex +4, Con +6, Int +5, Wis +1, Cha +6
  • Skills Deception +6, Perception +4, Stealth +7
  • Damage Resistance Cold, Fire, Lightning, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft, passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge 5 (1800 XP)
  • Habitat Any
  • Treasure Relics

Actions


  • Multiattack. The cambion makes two attacks, using Claw or Fire Ray in any combination.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 4) Slashing damage plus (2d6)Fire damage.
  • Fire Ray. Ranged Weapon Attack: +7 to hit, reach 120 ft., one target. Hit: (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)
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