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Cambium

Large · Fiend · CR 14 · Neutral Evil

Armor Class
19 (natural armor)
Hit Points and Hit Dice
264 (23d10 + 138)
Challenge Rating CR
14

Ability Scores

Core attributes and their modifiers.

STR
21
+5
DEX
16
+3
CON
23
+6
INT
17
+3
WIS
16
+3
CHA
18
+4

Overview

Category Monsters
Size Large
Type Fiend
Alignment Neutral Evil
XP 11500
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Fly 40 ft (12.2 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 18

Saving Throws

Dexterity +8 Constitution +11 Intelligence +8 Wisdom +8 Charisma +9

Skills

Arcana +8 Deception +9 Insight +8 Medicine +8 Perception +8 Stealth +8

Languages

Common, Draconic, Infernal

Resistances & Immunities

Damage Immunities
poison
Condition Immunities
exhaustion, poisoned, prone

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

When using Cambium in your D&D 5e campaign, consider these tactical approaches:

  • 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

When your party encounters this creature, keep these strategies in mind:

  • 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

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

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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