KING
Cambion

Cambion

Fiend · Crown of Domination

T2d6Minor

Fiend-blooded half-fiends, cambions charm and command, infernal heritage showing.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 14  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1414 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind16--
Sense18--
Heart16--
Cunning18--
Fate8--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Fiendish Resilience

Resistant to fire and poison damage.

Passive

Flight

Flies 60 ft on leathery wings.

Maneuvers

Maneuver

Fiendish Charm

Locks eyes with one creature within 30 ft: Heart save (DC 13) or charmed by the cambion (save ends). Any harm from the cambion breaks the charm.

Tactics

GM tactics

Offspring of fiends and mortals. Uses charm to build cults. Serves fiendish parent.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.