Kryx RPGThemes
Cambion (devil)

Cambion (devil)

Medium fiend (devil)
Challenge
5

STR
4
DEX
4
CON
3
INT
2
WIS
1
CHA
3

82
11d8+33
21
Fort
+5
Ref
+6
Will
+4
Defense note chain hauberk
Damage resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from attacks that aren’t silvered

Speed 5 m., fly 10 m.
Skills Deception +5 (16), Divinity (Cha) +5 (16), Insight +1 (12), Intimidation +5 (16), Perception +3 (14), Stealth +6 (17)
Senses darkvision 10 m.
Languages Common, Infernal

Fiendish Blessing. The Defense of the cambion (devil) includes its Charisma bonus.

Maneuvers. The cambion (devil) uses maneuvers (maneuver save Difficulty 15). It has 5 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: distant shot, impale, knockback, lunge, spring attack, trip

Spellcasting. The cambion (devil) uses Divinity (Cha) to cast spells (spell save Difficulty 14, +5 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 6th-level spellcaster): produce flame, thaumaturgy

1 mana: alter self, command, detect magic, fiery rebuke, pyrotechnics, scorching bolts

1/day: plane shift (self only)

Actions (2)

Longspear. Melee or Ranged Weapon Attack: +6 to hit, reach 1 m. or range 5/20 m. Hit: 8 (1d8 + 4) piercing damage, or 9 (1d10 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Fire Ray. Ranged Spell Attack: +5 to hit, range 20 m. Hit: 10 (3d6) fire damage and the target is burning 1.

Fiendish Charm (1/turn). One humanoid the cambion (devil) can see within 5 meters of it must succeed on a Difficulty 14 Will saving throw or be magically charmed for 1 day. The charmed creature obeys the cambion (devil)’s spoken commands. If the target suffers any harm from the cambion (devil) or another creature or receives a suicidal command from the cambion (devil), 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 (devil)’s Fiendish Charm for the next 24 hours.

Lower planes, Urbanmm

Maneuvers

As an action, make a ranged weapon attack at double your weapon’s range and long range.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that deals piercing damage to pierce the creature, traveling through to other targets.

If you use a spear, pike, or similar weapon, increase your reach for the attack by 1 meter and each creature in a line behind the creature and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1 meter of the creature and within your weapon’s reach must make a Reflex saving throw.

On a failure, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

Spells

5 minutes

As an action, a flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 1-meter radius and dim light for an additional 1 meter.

When you cast this spell, or as an action on a later turn, you can form the flame into a blade and swing it at a creature or hurl the flame at a creature within 10 meters. Make a melee or ranged spell attack against the target.

On a hit, it takes 1d8 fire damage.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the flame in your hand. A flammable object hit by this spell ignites if it isn’t being worn or carried.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

1 minute

As an action, you manifest a minor wonder, a sign of supernatural power, within 5 meters. You create one of the following magical effects.

  • Your voice booms up to three times as loud as normal.
  • You cause flames to flicker, brighten, dim, or change color.
  • You cause harmless tremors in the ground.
  • You create an instantaneous sound, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect on your turn (no action required).

1 hour/mana

As an action, you make yourself look different until the spell ends or until you dismiss it on your turn (no action required). You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another species, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance.

You may alter any skin or facial features to be anything normally possible. Birthmarks, moles, tattoos, piercings, and other distinguishing features are not visible unless you specifically will it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to disguise yourself as a specific individual, with the results depending on the details you know and have seen of the creature’s physical features as determined by the GM.

  • Fragrant. You can expend 1 additional mana to alter your smell to blend in with creatures using the scent ability or creatures who identify individuals by pheromones or other chemical senses.

As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.

Drop. The creature immediately drops whatever it is holding at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.

Grovel. The creature immediately falls prone.

Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.

(ritual); concentration, 5 minutes/mana

As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.

As a reaction, which you use when you are hit by an attack, wispy flames wreath your body, shedding bright light in a 2-meter radius and dim light for an additional 2 meters. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 2d8 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.

As an action, choose an area of nonmagical flame that you can see and that fits within a 1-meter cube within 10 meters. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. If a burning creature is in cube, the burning condition ends for it.

Fireworks. The target explodes with a dazzling display of colors. Each creature in a sphere twice as big as normal centered on the target must succeed on a Fortitude saving throw or become blinded and deafened until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a sphere twice as big as normal, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind (at least 30 kilometers per hour) disperses it.

Augment

You can increase the smoke’s radius by 2 meters for each additional mana expended.

As an action, you hurl two bolts of fire at two different creatures or objects within 20 meters. Make a ranged spell attack for each bolt.

On a hit, it takes 2d6 fire damage and is burning 2.

On a critical hit, it takes twice as much damage and is burning 4.

On a miss by 4 or less, it takes half as much damage and is burning 1.

Augment

You can create one additional bolt that targets any creature within range for each additional mana expended.

As two actions, you are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

Augment

You can transport five additional willing creatures for each additional mana expended. The creatures must link hands with you in a circle.