Cambion

Cambions

Cambions have always occupied a unique place in Planescape. Although they’re considered “lesser” tanar’ri – only one step above dretches and manes – they play quite prominent roles in several Planescape adventures, and one cambion – Ely Cromlich – is the number two guy in the Doomguard.

Complicating matters is that there are actually three types of cambions – major cambions, baron cambions, and marquis cambions. Despite their name, major cambions are in fact the weakest of the cambions. There are no minor cambions (except in the original Monster Manual II, where the same cambion is listed as both minor and major).

In 3rd edition, WotC initially did away with the cambion, saying they should instead be normal NPCs with the half-fiend template. Necromancer Games published the cambion in the first Tome of Horrors – later updated to Pathfinder rules by Frog God Games – but it didn’t have stats for baron or marquis cambions. WotC finally updated the cambion for v.3.5 in Expedition to the Demonweb Pits, even including info for baron and marquis cambions, but these still weren’t “official” Paizo versions.

Paizo finally gave us official Pathfinder versions of cambions in Pathfinder Adventure Path #76: The Midnight Isles — and updated in Bestiary 5 — complete with some minor additional abilities based on Paizo’s obsession with the seven classical sins – envy cambions are slightly different from wrath cambions. Nice and all, but there are two problems: one, Paizo’s cambions are much weaker than they ever were before; and two, there were still no allowances for baron and marquis cambions.

So this is an attempt to rectify that situation.

Major Cambion: Major cambions use the base statistics as presented in Bestiary 5. They can be made more powerful by adding hit dice, as described in the Pathfinder PRD. Major cambions cannot have class levels, even in NPC classes.

Baron Cambion: Baron cambions start with the base statistics from Bestiary 5, but they have class levels. This means they have the ability score modifiers as described in the Pathfinder PRD.

Marquis Cambion: The most powerful cambions, marquis cambions start with the same base statistics as other cambions, but have the Advanced Creature simple template from the Pathfinder PRD. Once the template has been added, they then have class levels. This means they’re getting two boosts to their ability scores (one from the template, one from gaining class levels), making them significantly more powerful than the other cambions.

Now if we can just get a Paizo version of the alu-demon.

Sample Cambions

Marquis Cambion

Marquis Fearson      CR 6

XP 2,400
Advanced cambion demon rogue (chameleon) 2/assassin 1 (Bestiary 5 75, Pathfinder RPG Bestiary 294, Ultimate Combat 71)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +13

DEFENCE
AC 25, touch 17, flat-footed 17 (+5 armour, +6 Dex, +1 dodge, +3 natural)
hp 51 (6 HD; 3d10+3d8+20)
Fort +6, Ref +11, Will +7
Defensive Abilities evasion; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 13

OFFENCE
Speed 30 ft. (6 squares)
Melee +2 longsword +12 (1d8+8/17-20), claw +5 (1d4+3/19-20) or
2 claws +10 (1d4+6/19-20)
Special Attacks death attack (DC 15), poison use, sadistic strike, sinfrenzy (greed), sneak attack +2d6
Spell-Like Abilities (CL 3rd; concentration +7)
3/day–command (DC 15)
1/day–charm person (DC 15), death knell (DC 16), enthral (DC 16)

STATISTICS
Str 23, Dex 22, Con 16, Int 19, Wis 18, Cha 18
Base Atk +4; CMB +10; CMD 26
Feats Deceitful, Dodge, Improved Initiative, Power Attack
Skills Acrobatics +14, Appraise +12, Bluff +15, Disguise +15, Intimidate +13, Knowledge (local) +12, Knowledge (planes) +11, Perception +13, Sense Motive +13, Stealth +14, Use Magic Device +9
Languages Abyssal, Common; telepathy 30 ft.
SQ misdirection (5 points), rogue talent (surprise attack)
Gear +1 chain shirt, +2 longsword

Baron Cambion

Mortai      CR 3

XP 800
Cambion demon fighter 1 (Bestiary 5 75)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +7

DEFENCE
AC 18, touch 13, flat-footed 15 (+4 armour, +3 Dex, +1 natural)
hp 34 (4d10+12)
Fort +8, Ref +4, Will +4
Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 13

OFFENCE
Speed 30 ft. (6 squares)
Melee +1 longsword +10 (1d8+6/17-20), claw +4 (1d4+2/19-20) or
2 claws +9 (1d4+5/19-20)
Special Attacks sadistic strike, sinfrenzy (sloth)
Spell-Like Abilities (CL 3rd; concentration +4)
3/day–command (DC 12)
1/day–charm person (DC 12), death knell (DC 13), enthral (DC 13)

STATISTICS
Str 20, Dex 17, Con 16, Int 15, Wis 12, Cha 12
Base Atk +4; CMB +9; CMD 22
Feats CleaveB, Deceitful, Power Attack
Skills Acrobatics +10, Bluff +9, Disguise +9, Intimidate +8, Knowledge (local) +8, Perception +7, Sense Motive +7, Stealth +10
Languages Abyssal, Common; telepathy 30 ft.
Gear +2 leather armour, +1 longsword

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