Damage Resistances Cold, Fire, Lighning, Poison; bludgeoning, piercing, and slashing damage from nonmagical weapons (loses these resistances in beast form)
Senses darkvision 60 ft., passive Perception 19
Languages Abyssal, Common, Druidic, Infernal, Sylvan, telepathy 120 ft.
Challenge 9 (5,000 xp)
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.
Spellcasting. The fiend is a 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:
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.
Wild Shape. As an action, the fiend can change from its fiend or humanoid form into a beast of CR 1 or lower. It can stay in this form for up to 4 hours or until it uses this feature again or dismisses it as a bonus action, turning back into fiend or humanoid form (fiend's choice). It can use this feature twice per short or long rest.
The fiend gains the game statistics of the beast, but retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores. The fiend uses its own proficiency bonus in this form, and gains the beast's skill proficiencies (adding its own proficiency modifier).
When the fiend transforms in this way, it assumes the beasts hit points and Hit Dice (it rolls for the maximum hit points based on the beast's hit dice when transforming). When the fiend reverts back to its fiend or humanoid form in this way, it returns to the number of hit points that it had before it transformed. However, if the fiend reverts back as a result of dropping to 0 hit points, any excess damage carries over to its original form. As long as the excess damage doesn't reduce the fiend to 0 hit points, it isn't knocked unconscious.
The fiend cannot cast spells while in wild shape, and its ability to speak is limited to the capabilities of the fiend's beast form. Transforming doesn't break concentration on a spell the fiend has already cast, however, or prevent the fiend from taking actions that are part of a spell the it has already cast.
The fiend does not benefit from its damage resistances or its shape changer trait. It also cannot use its Claw, Charm, Draining Kiss, or Etherealness actions, and cannot make weapon attacks not part of its beast form (creatures charmed by the fiend before it transforms stay charmed). The fiend does not benefit from its darkvision unless the beast form has dark vision.
Any equipment that the fiend is wearing or carrying merges with its new form.
Actions
Claw (Fiend Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (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.
Quarterstaff. Melee weapon attack: +5 to hit (+9 with shillelagh), reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, 5 (1d8 + 1) bludgeoning damage if used with two hands, or 9 (1d8 + 5) magical bludgeoning damage with shillelagh.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
What do you guys think of this creature? I will come up with the lore eventually, but my life has been busy as of late. Any feedback is appreciated.
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Succubus/Incubus Druid
Medium fiend (shape changer), any non-good alignment
Armor Class 15 (natural armor, 16 with barkskin)
Hit Points 93 (19d8+14)
Speed 30 ft., fly 60 ft.
STR 13 (+1)
DEX 17 (+3)
CON 16 (+3)
INT 15 (+2)
WIS 20 (+5)
CHA 20 (+5)
Saves Intelligence +6, Wisdom +8
Skills Deception +13, Insight +9, Medicine +8, Nature +6, Perception +9, Persuasion +13, Stealth +8
Damage Resistances Cold, Fire, Lighning, Poison; bludgeoning, piercing, and slashing damage from nonmagical weapons (loses these resistances in beast form)
Senses darkvision 60 ft., passive Perception 19
Languages Abyssal, Common, Druidic, Infernal, Sylvan, telepathy 120 ft.
Challenge 9 (5,000 xp)
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.
Spellcasting. The fiend is a 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): produce flame, shillelagh, thorn whip
1st level (4 slots): charm person, cure wounds, faerie fire, speak with animals, thunderwave
2nd level (3 slots): barkskin, flame blade, flaming sphere, moonbeam
3rd level (3 slots): conjure animals, speak with plants
4th level (2 slots): conjure woodland beings
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.
Wild Shape. As an action, the fiend can change from its fiend or humanoid form into a beast of CR 1 or lower. It can stay in this form for up to 4 hours or until it uses this feature again or dismisses it as a bonus action, turning back into fiend or humanoid form (fiend's choice). It can use this feature twice per short or long rest.
Actions
Claw (Fiend Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (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.
Quarterstaff. Melee weapon attack: +5 to hit (+9 with shillelagh), reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, 5 (1d8 + 1) bludgeoning damage if used with two hands, or 9 (1d8 + 5) magical bludgeoning damage with shillelagh.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
What do you guys think of this creature? I will come up with the lore eventually, but my life has been busy as of late. Any feedback is appreciated.