Fiend , Any Evil
Armor Class: 19 (scale mail) Hit Points: 60 (11d6) Speed: walk: 6 sqr. (9m), fly: 12 sqr. (18m)
Skills: deception: +6, intimidation: +6, perception: +4, stealth: +7 Languages: Abyssal, Common, Infernal Passive Perception: 14 Proficiency Bonus: 3
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 18 (+4) | 16 (+3) | 14 (+2) | 12 (+1) | 16 (+3) |
Multiattack: The cambion makes two melee attacks or uses its Fire Ray twice. Spear: melee or spell attack +7 to hit, reach 1 sqr. (1.5m) or range 20/12 sqr. (18m), one target. 12 (2d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. Fire Ray: ranged spell +7 to hit, range 24 sqr. (36m), one target. 16 (4d6) fire damage. Fiendish Charm: One humanoid the cambion can see within 6 sqr. (9m) of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
On initiative count 20 (losing initiative ties), the Cambion can use one of the following lair actions: Infernal Heat: The temperature in the lair spikes. Each creature of the Cambion’s choice within 6 sqr. (9m) must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a success. Shadow Bind: The shadows in the lair surge to bind a creature. One creature the Cambion can see within 6 sqr. (9m) must succeed on a DC 15 Strength saving throw or be restrained by shadowy tendrils until the end of the Cambion’s next turn. Fiendish Command: The Cambion invokes its authority, summoning spectral infernal chains. All enemies within the lair must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the Cambion’s next turn.