Vengeful Cambion
- Hit points · HP
- 96
- Armour class · AC
- 18
- Level
- 9
- Strength
- 18+4
- Dexterity
- 18+4
- Constitution
- 16+3
- Intelligence
- 14+2
- Wisdom
- 12+1
- Charisma
- 16+3
Attacks and skills 7
Rays of Fire
Level 2 spell
Hurl 3 rays of fire. Each ray deals 3d6 Fire damage.
18m
Action
Possible damage types
Fire
Fly
Fly to a target position.
18m
Movement Speed
Jump
Jump up, down, and across. Your
Strength affects how far you can jump.
Strength affects how far you can jump.
4.5m
Bonus ActionMovement Speed 3
Rush Attack
Charge forward and attack the first enemy in your way, possibly pushing them
Off Balance.
9m
Action
Possible damage types
Piercing
Disarming Strike
Focus your attack on your foe's hands and possibly force them to drop the weapons they are holding.
Action
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Piercing Strike
Deal regular damage and possibly inflict
Gaping Wounds, which cause extra damage on attacks.
Action
Traits 5
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Extra Attack
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
Fiendish Blessing
Protected by the blood of their fiendish ancestors, cambions have a +2 bonus to their
Armour Class.
Armour Class.Darkness Rules
No game description available.
4 internal effects have no display name.
Initial conditions and difficulty effects 1
Fleeting Protection
If the affected entity is attacked with Radiant damage, Raphael's protection reflects twice that amount as Fire damage and this condition ends.
1 internal effects have no display name.
Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.