CAMBION

Universally distrusted wanderers, the Cambions were never meant to exist. Centries ago, human infernalists awoke the supervolcano Ekrund in an effort to power a permanent portal to Xibalba, turning the dwarven rook into a hellscape for their masters. Lead by the King of the Thousand Chains Throne Metekel Galab, heroes were able to shut the gate, a cave known to the dwarves as Verapaz, but not without King Galab being trapped on the other side. Since that day, elite dwarven watchmen known as the Gatekeepers stand guard over the gate's entrance, where battlements, magical defenses, and armaments lie waiting should it open again and their lost king needs their aid.

Despite his sacrifice, King Galab and his men were unable to drive back all of the demons and devils that escaped from Xibalba. They fled and hid, eager to enjoy the realm of humans free of their roles in Xibalba's hierarchy. These demons and devils eventually bred with the races of Seronia and created the race known as the cambions.

Cambions have a double edged reputation of an indomitable passion for the exotic and baser pleasures of life and a penchant for criminality. They are portrayed as provocative and mysterious at best, dangerous and sinister outcasts at worst. Their features dispel any doubts of their heritage, manifesting in nearly countless features and tones that make cambions one of the most visually unique races.

Despite being one of the rarer races in Seronia, cambions tend to congregate together, able to sense each other and form bonds quickly. While most are transient, cambions have found a modicum of acceptance in Bilad, The Isles of Iniquity, and Zenova. The two nations where cambions try to avoid are Ekrund (as they are denied entry) and Levantine (as religious zealotry tends to lead to dangerous situations.

The most well known group of cambions is the traveling caravan known as The Crimson Court, a circus bazaar and brothel. In addition to entertainment, The Crimson Court sells their powers of communing for gold and goods.



CAMBION STATS


Demonkin: +2 Strength, +2 Charisma ; Devilkin: +2 Intelligence, +2 Charisma


  • Native Outsider: Cambions are outsiders with the native subtype.

  • Medium: Cambions are Medium creatures and have no bonuses or penalties due to their size.

  • Normal Speed: Cambions have a base speed of 30ft.

  • See in Darkness: Cambions can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

  • Spell-Like Ability: Once per day as a spell-like ability, a cambion can cast blood rage (Demonkin) or silent darkness (Devilkin). The caster level for this ability equals the cambion’s class level.

  • Demonic Counsel: Once per week you may mentally contact a fiendish ancestor to gain information, as per the spell commune. This is a spell-like ability.

  • Fiendish Resistance: Cambions have fire and acid resistance 5

  • Supernal Senses: At will, cambions can detect outsiders as per the detect undead spell, except it functions only for outsiders. In addition, cambions can communicate telepathically with any outsider within 50 feet.

  • Languages: Cambions begin play speaking Common and Abyssal (Demonkin) or Infernal (Devilkin).

 
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