Cambion

Half devil, half humanoid. Handsome, frightening, powerful. A humanoid & divine being.

Imagine the offspring of a humanoid and a devil. More grandiose than its mortal parent, with goat horns, bat wings and a hot, reddish skin.

Scheming megalomaniac, charismatic champion, elite warrior.



 
HD: 4 Armor: plate
Hit it: normal Dodge it: hard
Move: normal, fly fast  

It resists everything (because it’s a divine servant). It can see in the dark and easily excel in most roguish and social skills. Out of combat, it can cast diabolist-themed magic.

Contrary to their divine parents, they can stay in the material world without issue. Most cambions own at least one magic item.

Attacks (2/round)

Flaming Spear. The cambion makes a melee attack (1D6), which inflicts both physical and fire damage.

Fire Bolt. The cambion makes a ranged fire attack (1D6).

Charm. A creature that can see the eyes of the cambion must save or be dominated for 1 day. It can save again if it would take damage. A creature that succeeds its save is immune to this ability for 24h.

Spellcasting. Alter Self, Command, Detect Magic, Plane Shift




Random Encounter
  1. Monster: 1 cambion & 1D6 cultists & 1D10 goons & 1D2 1HD imps.
  2. Lair: A throne room with pentagrams on the floor and torture equipments.
      OR
    Omen: Temperature rises slightly and evil laughter can be heard.
  3. Spoor: The tortured body of a ritually sacrificed humanoid.
  4. Tracks: Faint sulfur smell.
  5. Trace: Infernal cultists in the open.
  6. Trace: Tales of a succubus / incubus hiding in the area.
Salvaging the body

You find the monster’s weapons and … (Roll as many times as the HD of the monster)

  1. The name of a prominent cultist hiding in a community the PC know.
  2. Ostentatious jewelry (valuable)
  3. A scroll of a spell from the diabolism school.
  4. An infernal trinket used to contact a devil.
  5. A pouch of drugs.
  6. An ornate, rare, horrible piece of jewelry (treasure).
2D6 Cambion Cultures

Combine the result of both tables to get the broad lines of this humanoid culture in this part of the world.

Cultures

  1. The one who thinks it is destined to rule the world.
  2. The one who thinks it should be worshiped like a god.
  3. The one who wants to be reunited with its parent in hell.
  4. The one who wants to lead a crusade against the abyss.
  5. The one who wants to lead a crusade against the gods.
  6. The one who forges powerful weapons.

Features

  1. It is overconfident.
  2. It is delusional.
  3. It is always a step ahead of you.
  4. It is a decoy, the true mastermind is a meek humanoid.
  5. It is hedonistic to a fault.
  6. It is lazy.
Player Class

Play as a tiefling!

Celestial Pact

Evil celestials give the reward and the quest at the same time, then try to make accomplishing the quest impossible within the decided time frame. Good celestials give a quest first and the reward upon completion. Cambions cannot bargain your soul: they just try to act like devils.

Reward:

  1. The opportunity to make a pact with an actual devil.
  2. A Treasure.
  3. Help in finding information you seek.
  4. A favor.
  5. Employment in the cambion’s gang.
  6. A Valuable each.

Quest:

  1. You must kill some paladin that is hunting the cambion.
  2. You must open a gate so that the cambion gang can take over a place of power.
  3. You must retrieve a spell book.
  4. You must supply six humanoid sacrifices.
  5. You must escort a cultist out of town.
  6. You must free some cultists from jail.


DM Notes

In demonology, a cambion is the offspring of a woman and an incubus. DnD follows the theme and makes them equally proficient rogue, fighter and mage. This adaptation is based on the DnD 5th edition version, which I think managed to synthesize the bloated 2e one into a functional monster. — SaltyGoo

Written on November 14, 2020