SUCCUBUS – 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.

Supreme Sneak (suggested). The succubus gains advantage on stealth checks if it moves no more than half its speed. 

ACTIONS

  • Multiattack (suggested). The succubus makes two attacks with its claws.
  • 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

A succubus is a fiend that can take the form of a beautiful humanoid, usually a woman, to seduce and corrupt mortals. A succubus has large bat-like wings, clawed fingers, and sometimes horns or a tail. A succubus can also change its appearance to suit the preferences of its target, using its telepathy to read their minds. A succubus is not always evil, but it is always driven by a desire for power and pleasure.

A succubus can speak the language of its victims. They also communicate using telepathy.

Succubi look more tanar’ri in their true form: that of a beautiful woman with large wings and sinister, glowing eyes.

COMBAT

A succubus prefers to avoid direct combat, relying on its charm and deception to manipulate others. A succubus can charm a humanoid with a glance, making them obey its commands or willingly accept its kiss. A succubus’s kiss drains the life force of the victim, reducing their vitality and possibly killing them. A succubus can also enter the ethereal plane at will, escaping from danger or pursuing a fleeing target.

The temptresses of the Lower Planes are subtle and slow. They seduce mortals with their charms, ultimately killing them and taking their life forces to the Abyss.

HABITAT / SOCIETY

A succubus can be found in any of the lower planes, serving various evil masters or pursuing its own agenda. A succubus often acts as a spy, an assassin, a temptress, or a diplomat for its patron. A succubus may also seek out mortal lovers, either for amusement or to spawn cambions, half-fiend offspring that inherit some of their powers. A succubus rarely forms lasting bonds with anyone, unless it finds a partner that can match its cunning and charisma.

Succubi act independently of tanar’ri society. They work of their own volition and ultimately answer to no one. The greater and true tanar’ri seem content with this situation.

The destruction of mortals increases the power of the Abyss. With this power the succubi aid the eternal war effort of the tanar’ri, who therefore tolerate them.

ECOLOGY

A succubus is a creature of passion and vice, feeding on the emotions and life force of mortals. A succubus does not need to eat or drink, but it enjoys indulging in sensual pleasures and exotic luxuries. A succubus is always looking for new experiences and challenges, often playing with the lives and souls of its victims. A succubus may occasionally fall in love with a mortal, but this usually ends in tragedy for both parties.