For 1 minute per long rest the infected can change from and use the following features:
Fly. Leathery wings with the color of your choice sprouts from the infected's back. Their fly speed is 60ft.
Claw (Changed Form Only). Long, sharp nails rapidly grow from the infected's fingers. can use 1 action to use a claw melee attack using proficiency bonus + dexterity modification to hit. With a hit target takes 1d6 + str mod slashing damage.
Bite (Changed Form Only). Bonus action to bite a target and infect them with succubus venom. If a target is bitten then they are cursed, lesser or greater restoration can cure them, but if the target does a long rest before being cured, they will become a succubus as well.
The following features can be used in either form:
The infected creature must "eat" regularly unless you want the succubus blood to fully take over. roll a straight D20 after 3 days without feeding. The infected must beat a DC of 10 on a success, the infected's personality does not change, on a failed save, the infected begins to turn more into the evil fiendish creature. DC goes up by 2 every day until you eat. The infected will roll at the end of the 3rd day and in the morning of the following days.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Charm (used as a cantrip). One humanoid the infected can see within 30 feet of it must succeed a 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. Take one action to kisses a creature charmed by the infected or a willing creature. The target must make a Constitution saving throw against this magic, taking 2d6 psychic damage on a failed save, or half as much damage on a successful one. The damage increases by 1d6 every two levels increased (Lv. 3= 3d6, Lv. 5= 4d6, etc) (OR it could be increase another d6 along with the levels you gain an ability score improvement)
On a non-lethal kiss, the target only takes 1d6 psychic damage.
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