Cambium

Tome of Beasts (Third Party)

Size
Large
Type
fiend
Alignment
neutral evil
AC
19 (natural armor)
Hit Points
264 (23d10+138)
Speed
walk 40 ft.
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
Immunities
poison
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft.
Passive Perception
18
Languages
Common, Draconic, Infernal
Challenge
14
STR
21
+5
DEX
16
+3
CON
23
+6
INT
17
+3
WIS
16
+3
CHA
18
+4

Traits

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.

recharge

3/DAY

Imbalance Humors (3/Day)

When the target of the cambium's needle fingers fails its Constitution saving throw, apply one of the following effects:

recharge

3/DAY

Sanguine Flux: The target cannot be healed

aturally 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.

Other data

description