INCUBUS – 5e stats

Medium fiend (demon, shapechanger), neutral evil

Armor Class 15 (Natural Armor)
Hit Points 66 (12d8+12)
Speed 30 ft., fly 60 ft.

Proficiency Bonus +2
Proficiency Bonus +5 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
8 (-1)17 (+3)13 (+1)15 (+2)12 (+1)20 (+5)

Saving Throws (suggested) Dex +5, Cha +7
Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
Damage Resistance cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Senses Darkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Infernal, Telepathy 60 ft.
Challenge 4 (1,100 XP)

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: (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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

An incubus is a male fiend that preys on the emotions and life force of mortal creatures, especially those who are susceptible to its charms. It can shapeshift into any humanoid form, often choosing one that is attractive or appealing to its intended victim. It uses its telepathy and persuasion skills to manipulate and seduce its prey, often creating a false sense of trust or love. It then kisses its victim, draining their psychic energy and vitality with a magical kiss. An incubus can also enter the Ethereal Plane at will, allowing it to escape danger or stalk its prey from another dimension.

Incubi are the male counterparts to succubi, but they are far less common. These creatures travel to the Prime Material Plane to tempt female mortals. These creatures always appear as the most perfect male specimen of whatever race they are tempting. However, succubi and incubi do not mate to perpetuate their kind. It is uncertain why there are more succubi than incubi. Sages suggest that mortal men are far more susceptible to the temptations of beauty than are women.

COMBAT

An incubus prefers to avoid direct combat, relying on its charm and stealth abilities to evade or deceive its enemies. It usually targets one creature at a time, using its telepathic bond to communicate with its charmed victim and issue commands. It can also use its telepathy to sow discord or confusion among its foes, or to lure them into traps or ambushes. If forced to fight, an incubus uses its claw attack in its fiendish form, or any weapon it can wield in its humanoid form. It can also use its etherealness ability to flee or reposition itself in combat.

HABITAT / SOCIETY

An incubus can be found in any plane of existence, but it usually inhabits the Lower Planes, where it serves the lords of evil and chaos. It often acts as a spy, an assassin, a messenger, or a tempter for its infernal or abyssal masters, using its shapeshifting and charming abilities to infiltrate and influence mortal societies. An incubus rarely forms lasting bonds with other creatures, even other fiends of its kind. It views most beings as either tools or toys for its own amusement and benefit. However, it sometimes mates with mortals, producing half-fiend offspring that inherit some of its traits.

ECOLOGY

An incubus feeds on the life force and emotions of living creatures, especially those who experience strong feelings of love, lust, or despair. It can sustain itself for a long time without feeding, but it enjoys the thrill and pleasure of hunting and seducing its prey. It often targets creatures that are lonely, unhappy, or dissatisfied with their lives, offering them false promises of happiness or fulfillment. It then drains their energy with a kiss, leaving them weakened or dead. An incubus can also transfer some of its energy to another creature with a kiss, healing or empowering them for a short time. This is usually done as a reward or a manipulation tactic for its allies or minions.