Cambium
Cambium
Large fiend, neutral evil
- Armor Class 19 (natural armor)
- Hit Points 264 (23d10+138)
- Speed 40 ft.
- STR
21 (+5) - DEX
16 (+3) - CON
23 (+6) - INT
17 (+3) - WIS
16 (+3) - CHA
18 (+4)
- Saving Throws Dex +8, Con +11, Int +8, Wis +8, Cha +9
- Skills Arcana +8, Deception +9, Insight +8, Medicine +8, Perception +8, Stealth +8
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 18
- Languages Common, Draconic, Infernal
- Challenge 14 (11,500 XP)
- Innate Spellcasting. the cambium's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The cambium can innately cast the following spells, requiring no material components:
constant: levitate
at will: alter self, detect thoughts, hold person, plane shift, spare the dying
3/day: cure wounds 21 (4d8 + 3), ray of sickness 18 (4d8), protection from poison, heal
1/day: finger of death
Actions
- Multiattack. The cambium makes four needle fingers attacks.
- Needle Fingers. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. In addition, the target must make a DC 19 Constitution saving throw; if it fails, the cambium can either inflict Ability Damage or Imbalance Humors. A target makes this saving throw just once per turn, even if struck by more than one needle fingers attack.
- Ability Damage (3/Day). When the target of the cambium's needle fingers fails its Constitution saving throw, one of its ability scores (cambium's choice) is reduced by 1d4 until it finishes a long rest. If this reduces a score to 0, the creature is unconscious until it regains at least one point.
- Imbalance Humors (3/Day). When the target of the cambium's needle fingers fails its Constitution saving throw, apply one of the following effects:
- Sanguine Flux: The target cannot be healed. The target cannot be healed-naturally or magically-until after their next long rest.
- Choleric Flux: The target becomes confused (as the spell) for 3d6 rounds. The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends.
- Melancholic Flux: The target is incapacitated for 1d4 rounds and slowed (as the spell) for 3d6 rounds. The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends.
- Phlegmatic Flux: A successful DC 18 Constitution saving throw negates this effect. A failed saving throw means the target gains one level of exhaustion which lasts for 3d6 rounds.