19 (natural armor)
264 (23d10+138)
walk 40 ft.
Dex +8, Con +11, Int +8, Wis +8, Cha +9
Arcana +8, Deception +9, Insight +8, Medicine +8, Perception +8, Stealth +8
poison
exhaustion, poisoned
darkvision 60 ft.
Common, Draconic, Infernal
14
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
The cambium makes four needle fingers attacks.
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.
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.
When the target of the cambium's needle fingers fails its Constitution saving throw, apply one of the following effects:
aturally or magically.until after their next long rest.
The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends.
The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends.
A failed saving throw means the target gains one level of exhaustion which lasts for 3d6 rounds.