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Succubus/Incubus in Dungeons & Dragons 5e

Monster Manual (5e), 2014

Succubus/Incubus CR: 4

Medium fiend, neutral evil
Armor Class: 15 (Natural Armor)
Hit Points: 66 (12d8 + 12) 12d8+12
Speed: 30 ft , fly: 60 ft

STR

17 +3

DEX

13 +1

CON

15 +2

INT

15 +2

WIS

12 +1

CHA

20 +5

Skills:

Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7

Damage Resistances: Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, & Slashing from nonmagical attacks
Senses:

Darkvision 60 ft, Passive Perception 15

Languages: Abyssal, Common, Infernal; telepathy 60 feet
Challenge Rating: 4 ( 1100 XP)
Proficiency Bonus: +2

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.

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.

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.

Suggested Environments

Any climate; Urban terrain; Native to the Lower Planes


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