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Demon, Cambion

Demon, Cambion
Image (midjourney.com)

The Cambion Demon is a striking and alluring figure, seamlessly blending demonic and human features. With a tall and well-built humanoid frame, their skin possesses an otherworldly hue, ranging from deep crimson to shadowy onyx. Glowing, sulfurous eyes pierce through the darkness, and a pair of imposing, obsidian horns crown their head. Sinewy wings stretch from their back, bearing a leathery texture and a span that hints at their diabolical heritage. Intricate, arcane tattoos writhe across their body, glowing with an eerie light.

Behavior: Possessing a magnetic charisma, Cambion Demons often employ a cunning blend of charm and malevolence. Manipulative by nature, they revel in sowing discord and exploiting the weaknesses of mortals. While their demonic lineage fuels a natural inclination towards cruelty, some Cambions may struggle with internal conflicts between their human and infernal aspects, resulting in moments of unexpected compassion or internal strife.

Habitat: Cambion Demons find refuge in the shadowy corners of the Abyss, dwelling in labyrinthine realms where chaos and evil intertwine. They are adept at traversing the boundaries between demonic planes and the mortal realm, infiltrating human societies with ease.

Modus Operandi: Deception is the Cambion’s preferred tool, often taking on beguiling disguises to infiltrate mortal communities. Once embedded, they manipulate emotions, sow discord, and exploit mortal desires, reveling in the chaos they orchestrate. In moments of confrontation, their demonic powers emerge, employing dark magic and formidable combat skills.

Motivation: Motivated by a desire for power and the thrill of corrupting mortal souls, Cambion Demons often serve more powerful demonic entities or forge alliances with dark forces. Their overarching goal is to spread malevolence, tipping the balance towards chaos, and embracing the inherent darkness of their infernal heritage.


Marquis Cambion

Cambion p

Medium fiend, any evil
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Armor Class 20
Hit Points 171 (18d8 + 90)
Speed 30 ft., fly 60 ft.
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STR 20 (+5) DEX 20 (+5) CON 20 (+5) INT 14 (+2) WIS 16 (+3) CHA 21 (+5)

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Saving Throws Str +9, Con +9, Int +6, Cha +9
Skills Deception +13, Intimidation +13, Perception +7, Stealth +13
Damage Resistances cold, fire, lightning; bludgeoning, piercing and slashing from non-magical weapons.
Damage Immunities poison
Senses Darkvision 60 ft., passive Perception 17
Languages Abyssal, Common, Infernal
Challenge 9 (5,0000 XP)

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Acidic Blood Whenever the marquis cambion takes piercing or slashing damage, it deals 7 (2d6) acid damage to the attacker if they are within 5 ft.

Fiendish Blessing. The AC of the marquis cambion includes its Charisma bonus.

Magic Resistance. The marquis cambion has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 17). The cambion can innately cast the following spells, requiring no material components:

  • At will: alter self, command, darkness, detect magic
  • 3/day: plane shift (self only), wrathful smite
  • 1/day: staggering smite

ACTIONS
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Multiattack. The cambion makes three melee attacks, two with its weapon and one with its claw or uses Fire Ray twice.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) poison damage and the target must make a Constitution saving throw DC 17 or be poisoned for 1 round.

Fire Ray Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 21 (6d6) fire damage.

Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 17 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.

Cambion

This red-skinned, demonic humanoid has a forked tongue, and a pair of black horns sprout from its brow.

Cambion
Image (midjourney.com)

Cambion CR 2

XP 600
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 natural)
hp 22 (3d10+6)
Fort +5, Ref +2, Will +4
Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 13

OFFENSE

Speed 30 ft.
Melee mwk scimitar +6 (1d6+2/18–20), claw +0 (1d4+1/19–20) or 2 claws +5 (1d4+2/19–20)
Ranged mwk composite longbow +5 (1d8+2/×3)
Special Attacks sadistic strike, sinfrenzy
Spell-Like Abilities (CL 3rd; concentration+5)

3/day—command (DC 13)
1/day—charm person (DC 13), death knell (DC 14), enthrall (DC 14)

STATISTICS

Str 15, Dex 13, Con 14, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +5; CMD 16
Feats Deceitful, Power Attack
Skills Acrobatics +7, Bluff +10, Disguise+10, Intimidate +8, Perception +7, Sense Motive +7, Stealth +7
Languages Abyssal, Common; telepathy30 ft.

SPECIAL ABILITIES

Sadistic Strike (Su)

Cambions excel at causing pain and anguish. Cambions always treat any weapons with which they attack (including natural weapons and spells with attack rolls) as if they had the Improved Critical feat for the weapons.

Sinfrenzy (Su)

Every cambion carries an excessive capacity for one of the seven classical sins, determined at the moment of the cambion’s birth and depending on the nature of his humanoid parent’s greatest sin. Once per day for a number of rounds equal to his Hit Dice, a cambion can embrace his sin and enter a frenzied state as a free action.

While a cambion is in this frenzy, his land speed increases by 10 feet and he gains a +1 bonus on Reflex saves and attack rolls. These bonuses do not stack with those granted by haste or similar effects, but if the cambion has at least 1 level in the class listed for his specific sin, the sinfrenzy grants an additional effect.

  • Envy (cleric): Cambion clerics covet the gods’ power. When they are in a sinfrenzy, their channel energy effect increases by 1d6.
  • Gluttony (alchemist): Cambion alchemists enjoy drinking extracts, potions, mutagens, and even poisons. When they are in a sinfrenzy, their bombs deal an additional die of damage.
  • Greed (rogue): Cambion rogues are obsessed with gathering wealth and power. When they are in a sinfrenzy, cambion rogues deal an additional die of sneak attack damage.
  • Lust (bard): Cambion bards seek to dominate and control others, turning them into slaves. When cambion bards are in a sinfrenzy, the bonuses granted by their inspire courage, inspire competence, inspire greatness, and inspire heroics abilities increase by 1. The save DCs of their bardic performances also increase by 1.
  • Pride (wizard): Cambion wizards believe their magic is the greatest. When they are in a sinfrenzy, their spell save DCs increase by 1.
  • Sloth (fighter): Cambion fighters bleed slowly. When entering a sinfrenzy, they gain 2 temporary hit points per Hit Die that disappear when the sinfrenzy ends.
  • Wrath (ranger): Cambion rangers attack with savage hatred. When they are in a sinfrenzy, their favored enemy bonuses increase by 2.

ECOLOGY

Environment any (Abyss)
Organization solitary, pair, gang (3–7), or cult (8–13)
Treasure NPC gear (studded leather, masterwork scimitar, masterwork composite longbow [+2 Str] with 20 arrows, other treasure)

When an incubus procreates with a humanoid in the Abyss, and the mortal parent resides on that plane throughout the pregnancy, the gestating child absorbs enough Abyssal energy to be born not as a half-demon, but as a type of humanoid demon known as a cambion.

Cambions are true outsiders. The majority of cambions have red skin, horns on their heads, and cloven hooves for feet—the fiendish aspects of cambions’ appearance don’t range as widely as those of tieflings. A typical cambion stands 6 feet tall and weighs 190 pounds.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.

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