Succubus

Succubus/Incubus

Medium fiend (shapechanger), neutral evil

4
Challenge Rating
1100 XP

In the shadows of desire and temptation, the Succubus and Incubus emerge as seductive and manipulative creatures. With their captivating beauty, enchanting allure, and ability to feed on mortal souls, Succubi and Incubi embody temptation, sensuality, and the perils of forbidden desires.

Succubi and Incubi are fiendish beings, hailing from the lower planes. They possess a humanoid form, exuding an irresistible charm and an aura of seduction. Their appearance is flawless, with flawless skin, alluring eyes, and an air of sensuality that draws mortals into their grasp.

These seductive creatures are masters of manipulation, using their powers of enchantment and illusion to prey upon the desires and weaknesses of mortals. They feed on the life force and souls of their victims, draining them through intimate encounters or by seducing them into making dark pacts. Succubi and Incubi revel in the corruption and suffering they inflict upon mortals.

Succubi and Incubi possess innate magical abilities, capable of casting spells to further ensnare their victims. They can create illusions, alter their appearance, and charm mortals to bend them to their will. Their powers of seduction and manipulation are legendary, often leading mortals astray or luring them into acts of depravity.

These fiendish creatures are often found in the service of greater fiendish lords or operating as independent agents, seeking to corrupt and collect mortal souls. They are skilled at infiltrating mortal societies, using their wiles to sow discord and manipulate powerful individuals. Legends speak of Succubi and Incubi who have amassed great power and become influential figures in their own right.

Encountering a Succubus or Incubus is to face a creature of alluring beauty and sinister charm. Their presence exudes an aura of temptation and the allure of forbidden desires. Interacting with a Succubus or Incubus can lead to dangerous liaisons, treacherous bargains, or quests involving the pursuit of lost souls.

Succubi and Incubi bring a touch of dark seduction and the perils of forbidden desires to the tapestry of the world. They serve as reminders of the dangers that lie in giving in to temptation and the corrupting influence of fiendish powers. Whether encountered as agents of greater fiendish forces, seducers in the shadows, or as manipulators of mortals from behind the scenes, Succubi and Incubi add a sense of allure, danger, and the perils of forbidden desires to the realms of adventure and exploration.

Special Abilities

Telepathic Bond

The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence.

Shapechanger

The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Actions

  • Claw (Fiend Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  • Charm: One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours.
    The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
  • Draining Kiss: The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Etherealness: The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
Armor Class: 15 (natural armor)
Hit Points: 66 (12d8+12)
Speed: 30 ft. (walk), 60 ft. (fly)
str
8
-1
dex
17
+3
con
13
+1
int
15
+2
wis
12
+1
cha
20
+5
Damage Resistances: cold | fire | lightning | poison | bludgeoning, piercing, and slashing from nonmagical weapons
Proficiency Bonus: +2

Proficiencies

  • Skill: Deception +9
  • Skill: Insight +5
  • Skill: Perception +5
  • Skill: Persuasion +9
  • Skill: Stealth +7

Senses

  • Passive Perception: 15
  • Darkvision: 60′
Languages: Abyssal, Common, Infernal, telepathy 60 ft.

Credits: SRD 5.1