CAMBIONS

Although the term "cambion" is often applied to any humanoid half-fiend, a true cambion springs from a union between a powerful tanar'ri father and a planetouched mother - usually a tiefling. The higher-ranking marquis and baron cambions result from the unions of demon lords or princes with female humanoid half-fiends. Spurned even by their demon fathers, cambions use their alternate form ability to hide among humanoids and gather information that they can exchange for the power and prestige they crave.

A cambion appears as an ugly and terrifying humanoid about 6 to 7 feet tall. Its pitch-black, slightly scaly skin is covered with pockmarks, its ears are sharply pointed, and its mouth is filled with crooked fangs. Cambions carry forward the motif of their pointed fangs by wearing spiked armor and carrying weapons with sharp points. Entirely carnivorous, they become physically sick if they eat any food other than meat. As a result, their bodies exude a ripe, predatory stench.

Cambions are used to being snubbed by both tanar'ri and humanoids from the Material Plane, but many manage to ingratiate themselves with powerful tanar'ri by serving as extraplanar agents of the Abyss. Claiming extensive knowledge of the planes, these humanoid-touched demons pose as guides, scholars, or sages. Mortals who approach them for advice are directed to the Abyss on one pretext or another, and the demons native to the layer in question are warned of their approach, so that they can slay the intruders and turn them into larvae and manes. Most cambions excel at this form of deception, and in fact, only succubi are better at luring mortals to the Abyss.

Loners by nature, cambions keep to themselves, surviving on their wits and alternate form abilities. They prefer to dwell in planar crossroads such as Sigil or in the larger cities of the Material Plane, where they can lose themselves easily in the crowds and the natives ask few questions.

Cambions rarely mate with their own kind, but when they do, the cambion line breeds true. In most cases, however, they prefer to find humanoid partners with whom they can produce tieflings.

Cambions tend to be more ambitious than most demonkind. As if they have something to prove, either to their demonic parent or to themselves, they strive to excel in some fashion, perhaps accumulating wealth, acquiring information (as is Rule-of-Three's specialty), or gathering followers. They act as catalysts for events and major happenings.

Despite their power, cambions are freaks and outcasts among both of their parent races. Never accepted in human society and only poorly tolerated in the Abyss, they are bitter and hateful toward all creatures.

Because of their natural stealth and detachment, cambions who dwell in the Abyss serve as assassins in the Blood War. Others become bodyguards or lieutenants to the demons who fathered them, or serve as advisors to balors or other high-ranking demons.

Cambions love both deception and battle, and their roguish, tricky nature gives them plenty of opportunities for both. A cambion typically uses its alternate form ability to assume a nondemonic form that allows it to get close to its prey, then lashes out with a sneak attack when its victim is flat-footed. A cambion that is losing a fight uses its fear ability to escape. Alternatively, it can levitate into the clouds, onto a rooftop, or into trees that offer concealment.

A cambion strikes as an assassin would, by throwing a magic or poisoned javelin, firing a heavy crossbow from a concealed position, or even striking with a poisoned blade from a narrow alley or corridor that offers good possibilities for escape. This stealthy demon prefers poisons with disabling or paralyzing effects, so that it can finish off its target with a quick coup de grace attack.

CAMBION RACIAL TRAITS
  • +8 Strength, +6 Dexterity, +6 Constitution, +2 Intelligence, -4 Wisdom, -6 Charisma.

  • Medium size.

  • A cambion's base land speed is 40 feet.

  • Darkvision out to 60 feet.

  • A cambion begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.

  • Racial Skills: A cambion's outsider levels give it skill points equal to 9 × (8 + Int modifier). Its class skills are Climb, Gather Information, Hide, Knowledge (local), Listen, Move Silently, Sense Motive, Spot, and Tumble.

  • Racial Feats: A cambion's outsider levels give it three feats.

  • +2 natural armor bonus.

  • Alternate Form (Su): A cambion can assume the form of a specific Medium humanoid (typically a human, drow, elf, aasimar, tiefling, githyanki, githzerai, marrash, or gnoll, but sometimes a goblinoid) as a standard action once per day. This ability functions as a polymorph spell cast on itself as a 6th-level caster, except a cambion does not regain hit points for changing form and can assume only the form of that specific creature. A cambion can remain in its humanoid form until it chooses to return to its natural form.

  • Silent Metal (Ex): A cambion has no armor check penalty on Hide and Move Silently checks.

  • Aligned Strike: A cambion's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

  • Uncanny Dodge (Ex): A cambion can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC even when caught flat-footed.

  • Spell-Like Abilities (CL 6th):

    At will - detect magic, fear, mirror image

    7/day - invisibility, levitate

  • Immunity to electricity and poison.

  • Resistance to acid 10, cold 10, and fire 10.

  • Damage reduction 5/good or magic.

  • Spell resistance equal to 16 + class levels.

  • Telepathy 100 ft.

  • Automatic Languages: Abyssal, Common. Bonus languages: Celestial, Draconic, Elven, Goblin, Infernal.

  • Favored Class: Rogue.

  • Level Adjustment: +4.

MARQUIS CAMBION RACIAL TRAITS
  • +10 Strength, +8 Dexterity, +8 Constitution, +6 Intelligence, +6 Wisdom, +4 Charisma.

  • Medium size.

  • A marquis cambion's base land speed is 40 feet.

  • Darkvision out to 60 feet.

  • A marquis cambion begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.

  • Racial Skills: A marquis cambion's outsider levels give it skill points equal to 9 × (8 + Int modifier). Its class skills are Climb, Gather Information, Hide, Knowledge (local), Listen, Move Silently, Sense Motive, Spot, and Tumble.

  • Racial Feats: A marquis cambion's outsider levels give it three feats.

  • +2 natural armor bonus.

  • Alternate Form (Su): A marquis cambion can assume the form of a specific Medium humanoid (typically a human, drow, elf, aasimar, tiefling, githyanki, githzerai, marrash, or gnoll, but sometimes a goblinoid) as a standard action once per day. This ability functions as a polymorph spell cast on itself as a 6th-level caster, except a marquis cambion does not regain hit points for changing form and can assume only the form of that specific creature. A marquis cambion can remain in its humanoid form until it chooses to return to its natural form.

  • Silent Metal (Ex): A marquis cambion has no armor check penalty on Hide and Move Silently checks.

  • Aligned Strike: A marquis cambion's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

  • Uncanny Dodge (Ex): A marquis cambion can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC even when caught flat-footed.

  • Spell-Like Abilities (CL 6th):

    At will - charm person, detect magic, fear, mirror image

    7/day - invisibility, levitate

  • Immunity to electricity and poison.

  • Resistance to acid 10, cold 10, and fire 10.

  • Damage reduction 5/good or magic.

  • Spell resistance equal to 17 + class levels.

  • Telepathy 100 ft.

  • Automatic Languages: Abyssal, Common. Bonus languages: Celestial, Draconic, Elven, Goblin, Infernal.

  • Favored Class: Rogue.

  • Level Adjustment: +5.