Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Draconic, Infernal
Resistances & Immunities
Environments
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
Ability Damage
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.
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.
Imbalance Humors
When the target of the cambium's needle fingers fails its Constitution saving throw, apply one of the following effects:
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.
Multiattack
The cambium makes four needle fingers attacks.
Needle Fingers
+10 to hit, reach 10 ft (3 m). Hit: 3d10 piercing damage.
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.
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.
Sanguine Flux: The target cannot be healed
The target cannot be healed-naturally or magically-until after their next 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
2 tips available
GM Tips: Using Cambium
When using Cambium in your D&D 5e campaign, consider these tactical approaches:
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Boss Encounter: Suitable for climactic moments
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Multi-phase Battle: Plan dramatic tension with multiple phases
Player Guide: Facing Cambium
2 strategies available
Player Guide: Facing Cambium
When your party encounters this creature, keep these strategies in mind:
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Major Threat: Prepare for epic battle
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Resource Management: Conserve powerful abilities
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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