SUCCUBUS
| Medium Outsider (Chaotic, Extraplanar, Evil, Demon) |
Hit Dice: | 6d8+6 (33 hp) |
Initiative: | +1 (Agy) |
Speed: | 30 ft. (6 squares), fly 50 ft. (average) |
Armor Class: | 20 (+1 Agy, +5 natural, +4 fel studded leather), touch 11,
flat-footed 19
|
Base Attack/Grapple: |
+6/+7 |
Attack: | Claws +7 melee (1d6+1) or lash +9/+4 melee (1d6+3 + 1d6 fel
damage)
|
Full Attack: | 2 claws +7 melee (1d6+1) or lash +9/+4 melee (1d6+3 +
1d6 fel damage) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Energy drain, spell-like abilities |
Special Qualities: | Demonic traits, lesser invisibility
|
Saves: | Fort +6, Ref +6, Will +7 |
Abilities: | Str 13, Agy 13, Sta 13, Int 16, Spt 14, Cha 26 |
Skills: | Bluff +19, Concentration +10, Diplomacy +12,
Disguise +17* (+19 acting), Escape Artist +10, Intimidate +19,
Knowledge (any one) +12, Listen +19, Search +12, Spot +19,
Stealth +10, Survival +2 (+4 following tracks),
Use Rope +1 (+3 with bindings)
|
Feats: | Dodge, Mobility, Persuasive |
Environment: | Twisting Nether |
Organization: | Solitary |
Challenge Rating: | 7 |
Treasure: | Standard |
Alignment: | Chaotic evil |
Advancement: | 7-12 HD (Medium) |
Level Adjustment: | +6 |
Succubi are humanoid in appearance, having features that suggest a cross between a human and a night elf
female - with prominently pointed ears and expressive glowing eyes. They sport horns, bat-like wings,
and tails that end in sharp tapers or spaded tips, and they walk on digitigrade legs that end in cloven
hooves. Their skin colors vary widely - ranging from icy white, fiery red, soft blues and purples, to more
human-looking tones.
Succubi do not constitute a "race" as such. Succubi are female Nathrezim (the corrupted race of the
Dreadlords) who have been relegated to a servant class. While all succubi are female Nathrezim, not all
female Nathrezim are succubi - and there are ranks within the succubus class as well. The male counterpart
to the succubus is the incubus - a male Nathrezim servant. Incubi have the same powers and abilities as
succubi (essentially, the same game statistics), but they are not nearly as popular among warlocks and
hence are less often seen on Azeroth.
In their natural form, succubi stand about 6 feet tall, and weigh about 125 pounds.
COMBAT
Succubi are capable combatants, but prefer to use guile to defeat their foes - or at least to get into a more
strategic position. With their limited powers of illusion (and, if necessary, a bit of mundane disguise),
succubi are often adept at distracting a humanoid foe and catching him off guard.
A succubus’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and
evil-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will: alter self (humanoid form only, no limit on duration),
charm monster (restricted to humanoids and monstrous humanoids only, DC 22), detect good,
detect thoughts (DC 20), suggestion (DC 21). Caster level 12th. The save DCs are Charisma-based.
(10% arcane failure chance, due to armor.)
Lesser Invisibility: At will, a succubus may invoke this special power to "obfuscate" her presence
from others. This is not true invisibility; it effectively just gives her a +8 circumstance bonus to
stealth checks, and a +4 circumstance bonus to disguise checks (for the purpose of avoiding notice in a
crowd). This bonus is negated if the succubus takes any action that would normally draw attention to herself,
such as attacking, directly talking to someone, et cetera. Anyone who has been attacked by the succubus
within the 24 hours, or anyone who is specifically looking for the succubus (even if they don't realize that
she is a succubus) is not affected by this power.
Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
*While using her alter self ability, a succubus gains a +10 circumstance bonus on Disguise checks.
Lesser Fel Traits: Succubi inherit all traits as a lesser fel creature.
Carrying Capacity: A light load for a succubus is up to 50 pounds; a medium load, 100 pounds;
and a heavy load, 150 pounds. A succubus can drag 750 pounds, but is likely to protest being subjected to
such indignity.
Lash of Pain: Succubi are typically equipped with a Lash of Pain that they can summon forth from the
Twisting Nether at will (as a free action), or dismiss just as easily. This is treated as an exotic light
weapon (whip) that has a +2 enhancement bonus to hit and damage and, unlike a true whip, deals 1d6 damage
(subdual or regular - wielder's choice), plus another 1d6 of fel damage, and is capable of harming armored
targets. Like a normal whip, the lash has reach of 15', can be used against adjacent targets, and provokes
attacks of opportunity when used, in the same way as a ranged weapon would. The Lash of Pain's form is tied
to the Succubus: If it leaves her hand, it returns to the Nether immediately. The Lash has Hardness 10 and
20 hit points; it is unaffected by fel, fire, cold, sonic, acid or lightning damage, but can still be
sundered. If it is destroyed, the Succubus cannot summon another one; this is a great dishonor and loss for
a Succubus.
Fel Studded Leather: Standard equipment for a succubus is an outfit of fel studded leather (studded
leather +1). This grants a total of +4 to AC, with a Maximum Agility Bonus of +5, an Arcane Failure Chance
10%, and magically weighs only 10 pounds (owing to the fact that it covers very little area). If worn by
anyone of good alignment, it becomes a cursed suit of "armor" that offers no AC protection (but with all the
penalties of armor), and cannot be removed unless it is destroyed, or removed via remove curse. If
worn by anyone of neutral alignment, it works as normal armor (as outlined above), but grants only +3 to AC
(since its +1 magic bonus is not applied) - and can be removed normally, if desired. If worn by anyone of
evil alignment, it retains its full power. It takes half the amount of time to put on or remove this
armor as with normal light armor (Don: 5 rounds; Don Hastily: 3 rounds; Remove: 5 rounds).
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