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Succubus/Incubus

Medium · Fiend · CR 4 · Neutral Evil

Source. 5e 2014 Rules
Armor Class
15 (natural armor)
Hit Points and Hit Dice
66 (12d8+12)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
8
-1
DEX
17
+3
CON
13
+1
INT
15
+2
WIS
12
+1
CHA
20
+5

Overview

Category Monsters
Size Medium
Type Fiend
Alignment Neutral Evil
XP 1100
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Fly 60 ft (18.3 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 15

Skills

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

Languages

Abyssal, Common, Infernal, telepathy 60.0 ft (18.3 m).

Resistances & Immunities

Damage Resistances
cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

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

Charm

Cost 1

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.

Claw

Cost 1

+5 to hit, reach 5 ft (1.5 m). Hit: 1d6 thunder damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Draining Kiss

Cost 1

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

Cost 1

The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

About Succubus/Incubus

Succubus/Incubus is a medium fiend with a Challenge Rating of 4. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 66 hit points (derived from 12d8+12).

Succubus/Incubus has communication capabilities including Abyssal, Common, Infernal, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Succubus/Incubus

3 tips available

When using Succubus/Incubus in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
  • Shapechanging Tactics: This creature can change form, potentially gaining new abilities or escaping. Use 'True Seeing' or abilities that reveal true form. Consider finishing blows before it transforms.

Player Guide: Facing Succubus/Incubus

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
  • Counter Shapechanging: This creature can change form! Use 'True Seeing' to see its true form. Finish it quickly before it transforms. 'Dispel Magic' might prevent transformation.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 4.

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Succubus/Incubus?
Succubus/Incubus has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Succubus/Incubus?
Succubus/Incubus is a Medium Fiend, which affects how certain spells and abilities interact with it.
What languages does Succubus/Incubus speak?
Succubus/Incubus can communicate in Abyssal, Common, Infernal, telepathy 60 ft..

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