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Irinal Libidine

Medium Mammon Cambion (High Elf, Cult Leader, Lawful Evil

Armor Class 18 (Unarmoured)
Hit Points 82 (11d8 + 33)
Speed: 30 ft Fly: 60 ft

STR

16
( +3 )

DEX

16
( +3 )

CON

16
( +3 )

INT

14
( +2 )

WIS

12
( +1 )

CHA

20
( +5 )

Saving Throws Str +6, Con +6, Int +5, Cha +8
Skills Deception +8, Intimidation +8, Perception +4, Stealth +6
Damage Resistances Cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common, Elven, Infernal
Challenge Rating 5
Proficiency Bonus +3

Innate Spellcasting. The cambion's spellcasting ability is Charisma (spell save DC 16). The cambion can innately cast the following spells, requiring no material components:

At will: Mage Hand, Mending

1/day: Plane Shift (self only), Tenser's Floating Disk, Arcane Lock, Glyph of Warding

3/day: Alter Self, Command, Detect magic


Fiendish Blessing. The AC of the cambion includes its Charisma bonus.   Special Items. Ring of Minor Transmogrification, Transmutative Clothing

Actions

Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.   Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.   Fire Ray. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.   Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 16 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.

Bonus Actions

Grasping Hands (Recharges after a Short or Long Rest). As a bonus action, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this creature succeeds, one hand-held item of its choice that it can see on the target magically teleports to its open hand. The item can't be one that the target is holding, and it must weigh no more than 10 pounds.   Promise of Wealth (Recharges after a Short or Long Rest). As a bonus action, this creature chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of this creature's next turn, those allies gain advantage on all attack rolls against the target.


Created by

Noble 7.

Statblock Type

NPC Sheet

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