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Cambion Gladiator















        Cambion Gladiator

        The cambion gladiator is a ruthless, highly-skilled warrior
        who lives for battle and entertains thousands of spectators
        in legendary blood-soaked arenas for the glory of its father,
        Graz'zt the Dark Prince.
          Deadly Arsenal. In combat, the crafty cambion gladiator
        will catch its opponents with its weighted net, hindering
        them momentarily for it to close in and stab them with their
        venomous stingers. Once a foe is weakened by the poison,
        the cambion finishes the match by crushing its skull with
        its vicious warhammer. If outnumbered, the cambion will
        utilize its fiendish charm to divide its enemies.














         Cambion Gladiator                                     Hit: 13 (2d8 + 4) bludgeoning damage, or 16 (2d10 + 5) bludgeoning

                                                               damage if used with two hands to make a melee attack, plus 3 (1d6)
         Medium fiend, any evil alignment
                                                               fire damage.
         Armor Class 21 (studded leather, shield)              Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
         Hit Points 112 (15d8 + 45)                            Hit: 9 (2d4 + 4) piercing damage. The target must succeed on a DC
         Speed 30 ft., fly 60 ft.                              15 Constitution saving throw, taking 16 (3d10) poison damage on a
                                                               failed save, or half as much damage on a successful one.
             STR           DEX           CON           INT           WIS           CHA   Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one creature.
                 18 (+4)      18 (+4)      16 (+3)      14 (+2)      12 (+1)      16 (+3)  Hit: 10 (3d6) fire damage.
         Saving Throws Str +7, Dex +7, Con +6, Wis +4          Fiendish Charm. One humanoid the cambion can see within 30 feet
         Skills Athletics +7, Deception +6, Intimidation +6, Perception +4  of it must succeed on a DC 14 Wisdom saving throw or be magically
                                                               charmed for 1 day. The charmed target obeys the cambion's spoken
         Damage Resistances cold, fire, lightning, poison; bludgeoning,
                                                               commands. If the target suffers any harm from the cambion or
           piercing, and slashing from nonmagical weapons
         Senses darkvision 60 ft., passive Perception 14       another creature or receives a suicidal command from the cambion,
         Languages Abyssal, Common, Infernal                   the target can repeat the saving throw, ending the effect on itself on
         Challenge 8 (3,900 XP)       Proficiency Bonus +3     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.
         Brave. The cambion has advantage on saving throws against being
         frightened.                                           Weighted Net. Ranged Weapon Attack: +7 to hit, ranged 20/60 ft.,
                                                               one Small or Medium creature. Hit: The target is restrained until
         Brute. A melee weapon deals one extra die of its damage when the
                                                               it escapes the net. Any creature can use its action to make a DC 15
         cambion hits with it (included in the attack).
                                                               Strength check to free itself or another creature in the net, ending
         Fiendish Blessing. The AC of the cambion includes its Charisma   the effect on a success. Dealing 10 slashing damage to the net (AC
         bonus (included in the AC).                           12) destroys the net and frees the target.
         Actions                                               Innate Spellcasting. The cambion's innate spellcasting ability is
                                                               Charisma (spell save DC 14). The cambion can innately cast the
         Multiattack. The cambion makes three melee attacks: two with its
                                                               following spells, without providing material components:
         Warhammer and one with its Sting; or uses its Fire Ray twice.
                                                               3/day each: alter self, command, detect magic
         Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.   1/day: plane shift (self only)

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