Monster Analysis: Cambions, Succubi, Imps, and Lemures

Thanks to @IoanaMuresanArt for this art piece!

Cambions

  • First Appearance: 91 Vox Machina Go To Hell
  • Encounter Appearance: 92 Deals in the Dark
  • Armor Class 19 (scale mail and charisma)
  • Darkvision 60 ft, Passive 14
  • Speed 30 ft, 60 ft flying
  • Resistant to cold, fire, lightning, poison, and nonmagical weapon damage
  • Suggested average, max HP: 82, 121
  • 122 damage taken, 23 finishing blow by Grog

Cambions are the fiendish offspring of succubi or incubi and a mortal, usually a human. Unlike their shapechanging and gender-fluid fiendish parents, cambions cannot hide their red horns, leathery wings, and wiry tail that betray their heritage. However, they do inherent a fair amount of their charisma. While succubi tend to rely entirely on charm, cambions can be just as charming as they can be intimidating. This charisma is particularly useful for devilish cambions who return to the Hells, as their societal standing is not determined by type, but by their cunning words and ability to organize lesser devils under their command.

Cambions like Ipkesh rely on their diplomatic ties to advance in society, though this may be considered good luck on his part for not being forced to serve either his fiendish parent or a higher-ranking devil in such a capacity. Those who serve in a capacity that requires combat (such as Utugash's guard) also use this charisma, as their Armor Class gains a boost from their ability to intimidate. Although they share a less powerful ability to charm humanoids they can see (up to 24 hours) with succubi, cambions only resort to commanding victims as a last resort. Such coercion would nullify any deals, but would indeed make it less likely to have their heads caved in (assuming they can get it off in time).

Succubus.jpg

Thanks to @ElfenCeres for this art piece!

Succubi

  • Encounter Appearance: 92 Deals in the Dark
  • Armor Class 15
  • Darkvision 60 ft, Passive 15
  • Speed 30 ft, 60 ft flying
  • Resistant to cold, fire, lightning, poison, and nonmagical weapon damage
  • Suggested average, max HP: 66, 108
  • 95 damage taken, 15 finishing blow by Taryon

Although succubi (or incubi, should they choose to take a male form) are infamous for their seductive natures, their ability to tempt is not exclusive to the erotic. A succubus will attempt to ethereally shift next to a chosen sleeping target to fill their dreams with forbidden desires. Once the target has been primed, the succubus will introduce itself to the victim (usually in the form that can provide the desires of these dreams), eventually leading to the mortal's corruption via thought, word, and action. With a final life-draining kiss, the victim's soul falls to the succubus, no formal contract required.

Like their offspring, succubi are not exclusively devilish. Those raised in the Hells' social structure or created to serve archdukes tend toward the same tyrannical law, but the Abyss also holds its own succubi as servants of chaos to demon lords. As fiends of either group, succubi serve as loyal guards, stealthy infiltrators, and available consorts.

Although they can charm humanoids with but a glance, such an action is usually reserved as a last resort, such as to escape danger (as we saw attempted on Taryon). Any attempts to control and direct a target by arcane means is not considered consensual, and will not lead to the corruption of the target's soul. Their life-draining kiss is used in a similar manner, killing the willing target should it fully drain their health.

Imps

  • Encounter Appearance: 92 Deals in the Dark
  • Armor Class 13
  • Darkvision 120 ft, Passive 11
  • Speed 20 ft, 40 ft flying
  • Resistant to cold and nonmagical, non-silvered weapon damage
  • Immune to fire, poison, and poisoned
  • Suggested average, max HP: 10, 15
  • 45 killing blow by Vax

Imps are the lowest of the lesser devils, often serving as spies or messengers for more powerful devils. They are also the least likely to resent owing some form of allegiance to a mortal, frequently serving as familiars for mortal arcane practitioners in hopes of eventually corrupting them. Imps can turn invisible at will and can disguise their fiendish appearance by turning into common small beasts.

Dispater's legion of Whispers consists largely of golden-plated imps who patrol the city, providing the archduke with the secrets of the city and adding to both his own and the City of Iron's residents' paranoia. Ipkesh's imp, Vasa, attempted to guide Vox Machina to Utugash's stronghold past the Whispers' prying eyes and ears, but ultimately serves as Ipkesh's witness to the party's completion of their end of the deal. Although imps have very little HP and form little threat by themselves, the Whispers as a united government agency may provide more problems for Vox Machina down the road, with one of their own falling in Vox Machina's presence.

Thanks to Peeps, tapioca pudding, and the microwave for helping us recreate our own Lemure art!

Thanks to Peeps, tapioca pudding, and the microwave for helping us recreate our own Lemure art!

Lemures

  • First Appearance: 91 Vox Machina Go To Hell
  • Encounter Appearance: 92 Deals in the Dark
  • Challenge Rating 0 (seriously)
  • Armor Class 7
  • Darkvision 120 ft, Passive 10
  • Speed 15 ft
  • Resistant to cold damage
  • Immune to fire and poison damage
  • Immune to charmed, frightened, and poisoned
  • Suggested average, max HP: 13, 24
  • 21 killing blow by Tova, 44 killing blow by Vax

Lemures are the very lowest on the Hells' caste system, not even placing on the Lesser Devil list. They are damned mortal souls transformed into shapeless, tormented creatures, doomed to suffer under the tyrannical rule of every other devil. Its mouth is incapable of uttering anything other than agonizing wails. A lemure could one day hope to be transformed into an imp by a greater devil or higher, but most are fated to suffer and serve in their hideous state for eternity.

Unlike other fiends (Asmodeus included), a lemure killed on the Nine Hells isn't automatically dead for good. Unless the creature that killed it was good-aligned with Bless cast on them or the lemure's remains were sprinkled with holy water, the Hells rejuvenate the lemure back to full health (if you can call it health) within 10 days.