Tanar'ri, Cambion

Melee
RV 10
Coordination
RV 10
Brawn
RV 10
Fortitude
RV 10
Intellect
RV 6
Awareness
RV 10
Willpower
RV 4
Lifestyle
RV 6
Repute
n/a

Health:
Fortune:
40
20

Origin:

There are theoretically an infinite amount of cambion in the Abyss, despite their not forming naturally. The descendants of lesser or greater tanar'ri (aside from succubi) and mortals, major cambion are most often evil entities, and possess a startling array of supernatural powers.

Known Powers:

Tanar'ri Physique: while they are somewhat weaker than most other tanar'ri, cambion are considered 'actual' members of the race. The offspring of tanar'ri (again, save for succubi) and mortals, cambion are true planar entities, and possess these tanar'ric capabilities:

* Darkness: all tanar'ri have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions at only rank value 4, but basically 'blacks out' the sector a cambion currently occupies (it works within Near range).

* Damage Reduction / Cold and Magic Attacks: though not immune to the effects of cold or magic attacks, cambion are considerably resistant to these attack forms. When exposed to any such damage, a cambion may reduce its intensity by 2 RS - before any other defenses apply.

* Dimensional Transit: in addition to being able to teleport, tanar'ri can transition themselves between planes of existence. They may do so with rank value 10 ability, though on a failed ACT roll dimensionally transiting tanar'ri may be subject to error, per a failed teleport. *

* Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all tanar'ri have evolved the ability to see by heat as well as by visible light, and can do so with rank value 10 ability.

* Invulnerability to Fire, Electricity, Heat, and Poison: the tanar'ri are hardy creatures - they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison.

* Portal Sense: planar beings all, cambion have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all cambion can spy them with ease, doing so with rank value 20 ability.

* Telepathy: almost all tanar'ri are able to communicate directly from mind to mind - a vital skill when so few speak the same tongue. They can usually broadcast and receive thoughts with rank value 6, enough to get their point across when necessary.

* Teleportation: chaotic creatures all, the tanar'ri can bend space itself to their will. All tanar'ri possess the power to teleport with rank value 30 ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. *

Danger Sense: similar to the alu-fiends, a cambion's half-breed nature gives them the ability to avoid surprise. They possess this supernatural awareness of their environment at rank value 10, which informs them of any dangers, active or passive, that threaten them.

Fangs: though they possess little else in the way of physical weaponry, cambion all have horrible teeth. Their crooked, sickly fangs assist them in handling a rough, Abyssal diet - some of which can be still alive while it's being eaten - and let them inflict Slashing damage in melee.

Random Powers: the cambion's physiology is unpredictable, considering the chaotic nature of their parentage (almost any tanar'ri interbreeding with mortals will produce a cambion, allowing for variability). Each of these powers has a 25 percent chance of manifesting in a cambion:

* Emotion Control / Fear: dread creatures of chaos and evil, the vile cambion can instill great fear into those they touch. A cambion may cause others it contacts in melee to quiver in fear with this rank value 20 power, which affects their foes for 1d100 turns.

* Levitation: up to seven times a day, some cambion have the ability to defy gravity itself! They may do so with rank value 20 ability, which allows them to carry up to eight hundred pounds with no visible means of support (on top of their own weight).

* Magic Sense: some cambion have the ability to sense ambient magic in their environment. They may do so with rank value 20 ability, which lets them spot magical items, beings, and other phenomena within Near distance of their person (six sectors).

* Shape Change: this spell-like power allows some cambion to change their appearance. They may assume the form of any living being, but will remain the same approximate size (no size change greater than 50 percent). They may use this power three times per day.

Schooling:

Philosophical Magic: some cambion are smarter than is indicated above, and if they possess an Intellect trait of 20 or above they may have access to magical education. This schooling is always of a Philosophical bent, and typically follows a path of Destruction.

As is the case with alu-fiends though, some cambion may shift away from Destruction slightly, moving towards Chaos or Evil, or perhaps even in the direction of Corruption, Disruption, or Balance (if their mortal parent were particularly focused away from chaos and evil themselves).

Major cambion are most often mere novices, while baron / marquis cambion can be encountered at disciple levels of power.

Limitations / Enhancements:

Susceptibility: like all tanar'ri, cambion are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, which inflict at least a quarter of a cambion's maximum Health in damage.

Equipment:

Magic Items: to make up for their lack of direct physical attack powers (their fangs notwithstanding), cambion carry weapons and armor to bolster their battle prowess. These implements are always spiky and menacing, and are often magical in nature.

These are most often low-level magical items, providing a +1 RS to hit and/or +1 RS to damage (weapons), or +1 RS armor and/or even 1 RS of deflection (armors), above and beyond the normal values offered by 'mundane' versions of such equipment.

Quirks:

Natural Talent / Climbing: something of an inherent ability, cambion are exceedingly good at ascending along vertical surfaces. They should receive a +2 RS adjustment when attempting any climb, no matter how treacherous or tricky said climb may be.

Unattractive: with their slightly scaly, pock-marked flesh, not to mention their imposing size, cambion are perceived as unattractive. Humans dislike them for their demonic looks, while tanar'ri dislike them for looking too human. Apply a -2 RS to NPC reactions as a result.

Talents:

Lore: if they embrace magic as a supplement to their own power, cambion will possess dark knowledge. Their sorcerous education gives them great secrets and insights into the tanar'ri and the Abyss, and their Intellect should be considered +1 RS in such areas.

Stealth: all cambion have the ability to move stealthily. Cambion wield this skill all too easily, inflicting a -1 RS penalty upon others' Awareness when they attempt to detect a cambion who is moving in the shadows, or is attempting to move silently.

Weapon Skill: cambion train rigorously in at least one weapon, even if they have sorcery to lean on. This will most often be an education in the use of whatever magical weapon(s) they possess, which they'll be able to use at the applicable trait +1 RS.

Tanar'ri, Cambion (Baron / Marquis)

Melee
RV 10
Coordination
RV 10
Brawn
RV 20
Fortitude
RV 10
Intellect
RV 10
Awareness
RV 10
Willpower
RV 20
Lifestyle
RV 10
Repute
n/a

Health:
Fortune:
50
40

Origin:

There are theoretically an infinite amount of cambion in the Abyss, despite their not forming naturally. The descendants of true tanar'ri and mortals, baron / marquis cambion are almost exclusively evil entities, and possess a startling array of supernatural powers.

Known Powers (in addition to the above):

Charm: a rare few baron cambion possess the ability to charm a single target, per the spell of the same name. This skill lets them make temporary 'friends' of those who fail a Willpower ACT roll against this rank value 20 power, either until he attacks or they break free of it.

Characteristics:

The teeming masses of cambion who populate the Abyss are spiteful and full of hatred, due to the fact that they feel outcast in both mortal planes and tanar'ri society. They tend to live a detached existence, being almost sociopathic towards all things.

Appearance:

Cambion are slightly taller than humans, and can grow to seven foot tall. They have ebon black skin, which has a slightly scaly appearance to it, along with serious pock-marks. Their ears are severely pointed, and they bear sharp, jagged fangs. They favor spiky armor and gear.

Ecological Niche:

Like the alu-fiends, cambion come about purely through birth, being half-breeds produced by the pairing of tanar'ri and mortals. Similarly, they are disdained by those who have earned their station, but some are nonetheless respected for their ability as assassins.

There are two kinds of cambion, the major cambion and the baron / marquis. The former is the result of cross-breeding between lesser or greater tanar'ri and a mortal, while the latter is the result of a tryst between a true tanar'ri and a mortal, instead.

Baron or marquis cambion possess all the special powers of a major cambion, though their 'elite' parentage gives them greater natural ability, as well as a chance to possess the power to charm individuals if they are charismatic enough (25 percent chance).

Notes:

* Depending on which version of the Planescape lore you wish to use, the cambion (along with the rest of the tanar'ri) may not have access to these powers any longer, having lost them due to yugoloth meddling. Their presence is at the discretion of the individual Gamemaster.

Extra Goodies:

Tanar'ri, Cambion 4C System: Edition 13 Text File Download

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