Cambion

Cambion
Level 10 (+5)
"Come now, Deacon. Are you sure you won’t reconsider? I have all of this…money I would like to donate to your church, and all you need to do is to enact this ritual for but a moment. You said it yourself, you tire of your prayers going unanswered. I happen to know some people who would just love to hear you out."
——Salanzu Blacktalons, Cambion Diplomat
Cambions favor corded armor, small, quick blades for quick kills, and light crossbows for escaping victims. Often accompanied with a slightly visible aura of shadowy resonance, these killers are efficient, sadistic, and surprisingly honorable. Often serving as the first line of communication between the lower planes and mortals, they tend to be diplomatic to all creatures, even those who are cruel or hostile. Once their enemy turns away, however, their true nature reveals itself.
Awareness
18
Senses
Devilsight
Initiative
22/1d8
Max HP
154
Resilience: +3
Healing Value: 30
Morale
1
Defenses
AC
21/24
Touch
19
Fort
18
Reflex
19
Will
20
Resistances: Fire (50%). MR 1d4+5
Vulnerabilities:
Attributes / Saving Throws
STR
16 / 19
DEX
16 / 19
CON
13 / 16
INT
15 / 20
WIS
13 / 18
CHA
14 / 19
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Sprint 55ft / 3
At-Will
+12 vs AC (Crit 18%/15)
Assassin's Quick Blade
2d4+3 Piercing damage (ArN 1)
REC 5, Reach 5ft
+11P vs AC (Crit 23%/12)
Light Crossbow
2d8+4 damage (ArN 3)
REC 6, Rld 2, Range 225ft
1d8+6 damage
Grapple +10
Special Actions
Backstab
Free Action, Limit 1 per 5 segments
When the Cambion has one or more Advantages on a target and gains a Full Hit, he automatically Critical Strikes and deals an additional +3d4 on Quick Blade or +3d8 on Crossbow attack (range limit 50ft). (Basic)
Cambion Abilities
On each turn, roll 1d8 to determine the actions available to the Cambion.

Any Result:
Basic Attack: Make a Quick Blade or Crossbow Attack. (Basic)

3 or more, choose one of the following:
Shadow Shroud [REC 5]: The Cambion melds into the shadows around them, becoming Invisible in dim or lower lighting. (Basic, Pot 1d4+5, MR)
Assassinate: Make a Quick Blade Attack. If the Cambion is Hidden from the target (or the target is Unaware or Surprised), increase the damage by +3d4. (Basic)
Shadow Bolt: Make a Crossbow Attack. On a hit, the target suffers ongoing 10 Necrotic Damage every 10 segments [SE, ST 4d10 vs CON]. (Basic)

5 or more, choose one of the following:
Dual Strike [REC 7]: Make two Quick Blade Attacks, on the same or different targets. (Advanced)
Cripple: Make a Quick Blade Attack or Crossbow Attack. On a hit, the target is Weakened [SE, ST 3d10 vs CON]. (Advanced)

7 or more:
Shadow Cage [FT 3, REC 3]: Darkness blooms around the Cambion, wrapping itself around its opponents. Target all creatures within 10ft of the Cambion, +8 vs Fortitude. On a hit, targets suffer 5d6+2 Necrotic damage and are Restrained and shrouded in Darkness [SE, ST 4d10 vs DEX]. This darkness that causes the target to be effectively Blinded unless it has Devilsight or some other ability to see through supernatural darkness. This darkness tightly wraps around the target and does not grant it any type of Concealment. (Advanced, Pot 1d8+5, MR)
Overland Movement
30 mi/day
Qualities
Skills: Rank 2 Balance [+4], Rank 3 Climb [+6], Rank 4 Escape [+8], Rank 1 Jump [+2], Rank 2 Riding [+4], Rank 6 Stealth [+12], Rank 1 Swim [+2], Rank 5 Tumble [+10], Rank 2 Listen [+6], Rank 4 Spot [+10], Rank 3 Disguise [+8], Rank 1 Thievery [+4], Rank 3 Investigate [+8], Rank 4 Charm [+10], Rank 3 Coercion [+8], Rank 5 Deception [+12], Rank 4 Manipulation [+10], Rank 4 Persuasion [+10], Rank 2 Aloofness [+6], Rank 3 Bravery [+8], Rank 5 Intuition [+12], Rank 5 Suspicion [+12]
Feats: Fast Initiative, Big Crit, Improved Speed, Mental Fortification
Philosophies: Rank 2 Mental, Rank 3 Physical, Rank 5 Infernal
Combat Training: Cast 2, Melee 3, Ranged 2, Parry 3, Fort 2, Reflex 3, Will 4
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Corded, Assassin's Quick Blade, Light Crossbow
Social
Languages: Common, Hellspeech
Composure: 21
Charm
+10
Coercion
+8
Deception
+12
Manipulation
+10
Persuasion
+10
Aloofness
+6
Bravery
+8
Intuition
+12
Tolerance
+2
Suspicion
+12
Prejudices:
    Motives: