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Cambion

Ability Score Increase
Size Medium
Speed 30ft

Cambions are very different from their Tiefling cousins, rather than being born from a mortal and a Baatorian, they are the offspring of Tanar'ri. A Demon of the Abyss. A lifetime of persecution and hatred awaits them in the mortal plane, their horrifying visage showing their heritage clearly. They do, however, have a few things going for them. A powerfully intellect that dwarfs their projenitor and normal mortals, and a mind so keen it could cut butter with a quip. Most Cambions are quickly snuffed out by unwilling mothers, but a few survive into adulthood, and a fewer still manage to keep their heart. They are a spiritual entity in part, their death would mean being bound to their Demon in Tarterus, with many a young Cambion trying to find ways to bind their spirit to the mortal world or alter their fate.   Age: Maturity 16. No known old age.
Size: Cambion have a choice between Small or Medium size, depending on their mortal lineage. Small creatures have a movement speed of 25ft and are typically under 4' tall and 60lb. Medium sized creature have a movement speed of 30ft and are typically over 4' tall and 60lb.
Names: As the cultures they were raised in.
Senses: Darkvision 60ft
Languages: Abyssal
Proficiencies: Disguise, Deception   Cloak of Lies: As a Cambion you have learned to use magic to alter your appearance to a typical mortal. Much like Disguise Self this does not hold up to the scrutiny of touch.  

Alu-fiend

  The most common form of Cambion, descendant of an Incubus or Succubus seducing a mortal to create you. Born with an instinct for seduction and betrayal, you use your Cloak of Lies to take the form of a Half-Elf. Your kind is so common Demon Lords are known for commissioning Incubus for agents, assassins and future lieutenants. You managed to break the cycle, either through a children of foundational morals or a spiritual breakthrough with your inner nature. Forming interpersonal relationships is hard when you can suck the soul out of anyone you kiss, and that pesky falling in love might result in them becoming a vampire curse threw you through a loop. Possibly have a difficult ex-lover in your life that turns up from time to time. But it's just so easy for you to love, to crave. You fall in love like a bird flies or a fish swims. And then you need to kill them when they turn undead and try to kill you.   Size: 5’5" to 6’ tall, 80 to 180 lb.
Speed: 10ft x Proficiency Bonus Fly   Legacy of Lust: Your kiss can be used as a natural weapon, using your proficiency and Dexterity to touch and dealing 1d4 + Charisma necrotic damage and regaining half of that as temporary hit points. This damage increases to 1d6 at 5th Level, 1d8 at 11th Level, and 1d10 at 17th Level.  

Bhaalspawn

  Children of Bhaal, made from the drops of his divine blood. You have an aspect of his divine spark within, and while that spark burns with abyssal power, you are in-fact a demigod. Turns out a rather feeble one though. Bhaal is not known for making his children tougher, they must earn such power on their own too feet. Perhaps if you're successful enough in life he won't eat your soul to grow his power. Or you may not even be aware, your mother thinks you an Aasimar created by a tryst with an Angel. But you know better. Your heart beats for Murder. It feeds you, makes you grow. While others feed on meat you gorge on murder, hopefully you grew up in a farm where you could slaughter your own meal to make it all the tastier.   Size: 5’11" to 6’7" tall, 120 to 220 lb.
Resistances: Radiant, Necrotic   Healing Hands: As a bonus action, you can touch a creature (living or undead) and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest. You can expend a spell slot of 1st level or higher to regain this ability.   Legacy of Pride: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn red with the blood, and two metallic, sharp, flightless wings to sprout from your back. The instant you transform, other creatures and undead within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become Frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.  

Durzagon

  The Durzagon are a very rare and very special type of Cambion. They require a full Cult and rituals of a dark nature breeding Demons with Dwarven women, usually resulting in the death of the mother. Most Durzagon are born amongst the Duergar, the Clans that still follow the old ways of Blood and Gluttony in the Underdark. A few, however, are born in surface Dwarf communities by secret cults. Some even fewer manage to grow up with a conscience beforehand. Then the change happens. On your 40th Name day your arms grow, your teeth cut your cheeks and gums spilling blood on your beard, and the Hunger begins. Such a hunger that cannot be quenched by animal meat or your own flesh. You must feed on living humanoid flesh. The closer related to you the tastier it is. If you can last for a full month without feeding, the hunger becomes controllable, your mind clamps down and you can possibly live a life of normalcy. But the Hunger never leaves.   Size: 4’ to 5’ tall, 150 to 200 lb.
Resistances: Acid, Disease, Poison
Proficiencies: Axes, Hammers, and Smithing.   Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Legacy of Gluttony: You have natural claws that have a reach of 10ft and deal 1d4 slashing + Charisma acid damage. This damage increases to 1d6 at 5th Level, 1d8 at 11th Level, and 1d10 at 17th Level.  

Rakshasa

  Rakshasa are no strangers of the flesh, but until most Demons, they don't require a mortal to make Cambions. Technically all Rakshasa start their existance as mortal creatures. Born from a Rakshasa and one of their many concubines, you have a single lifetime to gather as much treasure and magical items as you can. Rakshasa Cambions have their hands around the normal way, so pass for Tabaxi without much concern. Rakshasa have a similarity with Tabaxi for fascinating gems and shiny metals, but many still are concerned with amassing magical items for their future and magical lore to give them a headstart later in life. After death, they must spend 100 years in service to their parent as an Assassin. Only after that is complete may they join Rakshasa society and start amassing the magical might of Rakshasa. But nothing helps a person get ahead like some allies, and you know just the right suckers for you to get rich.   Size: 4’11" to 5’10" tall, 90 to 140 lb.   Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.   Legacy of Greed: You know the Mind Sliver cantrip. When you reach 3rd level, you can cast the Falling Spider’s Spite spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait, requiring no material component. You must finish a long rest to cast these spells once again with this trait. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.  

Tanarukk

  The Tanarukk are a product of another Age, when Orc tribes worshipped Grummsh and were rewarded with Mariliths to breed powerful sons and daughters with. You were designed to be a machine of war, an unending slaughter of your War Leader. But you've grown old, and wise, your old masters are long dust in the wind. Your time as a monster and slaughterer for the Hellgate Keep has ended and you are lose in the world. Passing as an Orc when you can and a Minotaur when you cannot. There are no new Tanarukk, or at least you hope not. Your just so tired of it all now. Nothing better than a fireside chat and a good book. You try not to think about the afterlife, there lives only despair. And you're too lucky to waste this gift you've gotten. Freedom.   Size: 6’2" to 6’8" tall, 180 to 280 lb.
Proficiencies: Intimidation.   Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Charge: If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest.   Monstrous Weapons: You have a monstrous natural weapons, your ridged skin and sharp horns with which you’re proficient. If you hit, the target takes slashing damage equal to 1d6 + your Strength or Dexterity modifier.   Legacy of Wrath: Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action.  

Vasharan

  The child of one of Graz’zt’s many, many cambion bastards. Graz'zt always enjoyed the personal touch, having as many trysts as breaths and travelling the cosmos frequently. You were raised by your mother, and trained either to become one of his future couriers, or escape his insidious influence. You look very much like a Dark Elf, a little darker in the skin, but the biggest give-away is your sixth finger on each hand. Or maybe mother dearest had it chopped off to give you a leg in the world. You can't help but wish you had a different live. You watch people, they don't know how good they have it. Ignorant twats. So ungrateful. If you had it, you'd appreciate it sooo much more.   Size: 5’ to 6’ tall, 60 to 120 lb.
Resistances: Fire, Poison   Devil's Sight: You can see through magical darkness in your Darkvision.   Legacy of Envy: You know the Fire Bolt cantrip. When you reach 3rd level, you can cast the Assassin’s Burial spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Dark Lightning spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.  

Worghest

  Size: Depending on the type of Goblinoid you have a choice between Small or Medium size. Small creatures have a movement speed of 25ft and are typically under 4' tall and 60lb. Medium sized creature have a movement speed of 30ft and are typically over 4' tall and 60lb.
Languages: Pansaerian
Proficiencies: Stealth
Surprise Attack: If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Legacy of Sloth: As an action, you can transform into your typical goblinoid form, a hybrid wolf form, or full wolf form of small or medium size. You transform into the hybrid form when you die, and the wolf form is not obviously fiendish in nature. You maintain the same statistics and can speak all the languages in each form. You gain a natural weapon in hybrid and animal form, and cannot hold items in animal form.
Natural Weapons: When in hybrid or animal form, your bites and claws deal 1d6 + your Strength or Dexterity modifier (your choice).


Created by

Falme.

Statblock Type

Race

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