Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Draconic, Infernal
Resistances & Immunities
Actions
Needle Fingers
+10 to hit, reach 10 ft (3 m). Hit: 3d10+5 piercing damage.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Poison Ray
+9 to hit, range 60 ft (18.3 m). Hit: 4d8+4 poison damage.
Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 22 (4d8 + 4) poison damage, and the target must succeed on a DC 17 Constitution saving throw or become poisoned until the end of its next turn.
Spellcasting
The cambium casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
- At Will: alter self, detect thoughts, spare the dying
- 3/Day Each: hold person, protection from poison, heal
1/day: plane shift (self only)
Bonus Actions
Choleric Flux
The target becomes confused for 1 minute. This effect works as if the target failed a saving throw against the confusion spell, except the cambium doesn't have to maintain concentration.
Damage Ability
The cambium twists the bodily humors of a creature within 30 feet of it that isn't a Construct or Undead and that it hit with Needle Fingers in the past minute. The target must succeed on a DC 17 Constitution saving throw or its Strength, Dexterity, or Constitution score (the cambium's choice) is reduced by 1d4. The target falls unconscious if this reduces an ability score to 0. This reduction lasts until the target finishes a long rest.
Imbalance Humors
If the cambium has hit a creature that isn't a Construct or Undead with Needle Fingers in the past minute, it can cause a surge in one of the target's bodily humors, causing an imbalance. The target must succeed on a DC 17 Constitution saving throw or suffer one of the following effects of the cambium's choice. Unless noted otherwise, the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Melancholic Flux
The target is incapacitated and its speed is halved for 1 minute.
Phlegmatic Flux
The target is poisoned for 1 minute.
Carrion Beetle
The beetles wore golden bridles and carried huge leather sacks of stone and guano. They marched without stopping; dozens, even hundreds, bringing fresh earth to the white-fungus trees of the great forests. Their claws skittered with a sound like horseshoes slipping on stone, but their multiple legs ensured they never fell. The air around them singed the nostrils with the taint of acid.
Sanguine Flux
The target can't regain hp–naturally or magically–until after it finishes a long rest.
About Cambium
Cambium is a large fiend with a Challenge Rating of 14. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 19 and possesses 264 hit points (derived from 23d10 + 138).
Cambium has communication capabilities including Common, Draconic, Infernal. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Cambium
1 tips available
GM Tips: Using Cambium
When using Cambium in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
Player Guide: Facing Cambium
1 strategies available
Player Guide: Facing Cambium
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 14.
Solo Encounter:
A single character of level 18 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 21,000 XP
- Hard: 31,500 XP
- Deadly: 42,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Cambium?
- Cambium has a Challenge Rating of 14, making it appropriate for parties of level 14.0.
- What type of creature is Cambium?
- Cambium is a Large Fiend, which affects how certain spells and abilities interact with it.
- What languages does Cambium speak?
- Cambium can communicate in Common, Draconic, Infernal.
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