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 Medium or Large 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.
Infernal Attraction. Each male humanoid within 60 feet of the succubus that can see her in her true form must succeed on a DC 20 Wisdom saving throw or be magically charmed forever. Humanoids attracted to females make this initial save with disadvantage, and cannot be immune to this effect. The charmed target is in love and obeys the fiend's verbal or telepathic commands. If a creature successfully saves against the effect, or if the fiend ends the effect the target is immune to this fiend's Infernal Attraction for the next 1 hour.
Stunning Beauty. The otherworldly beauty of this fiend distracts attackers, boosting AC.
Innate Spellcasting. The succubus's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no components:
1/day each: dream, geas, Otto's irresistible dance, antipathy/sympathy (sympathy only)
3/day each: dimension door, hypnotic pattern, scrying
Spellcasting. The enchantress succubus is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation, vicious mockery
1st level (4 slots): bane, charm person, silent image, sleep
2nd level (3 slots): calm emotions, invisibility, suggestion
3rd level (3 slots): clairvoyance, dispel magic, nondetection
4th level (3 slots): compulsion, confusion, greater invisibility
5th level (2 slots): hold monster, modify memory
6th level (1 slot): mass suggestion
7th level (1 slot): forcecage
8th level (1 slot): feeblemind
Split Enchantment. When casting an enchantment spell of 1st level or higher, the succubus can target a second creature.
Alter Memories. When the succubus casts an enchantment spell to charm one or more creatures, it can alter one creature's understanding so that it remains unaware of being charmed.
Feminine Charm. Aphrodite is so beautiful that male humanoids must make a DC 16 Wisdom saving throw when they see her or be charmed forever. They will regard her as their true love and follow her commands.
Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Mass Charm. 10 humanoids the fiend can see within 60 feet of it must succeed on a DC 20 Wisdom saving throw or be magically charmed for 20 days. 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 1 hour.
The fiend can have 100 target scharmed at a time. If it charms another, the effect on the first target ends.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 20 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.
Lover's Kiss. Melee Weapon Attack: +9 to hit, reach 10ft., one target hit: 6 (1d6 + 3) bludgeoning damage plus 11 (2d8 + 5) psychic damage. If the target fails by 5 or more, they are grappled and pulled toward the fiend.
Frenzied Need. Any charmed creatures gain +10 movement and will not be able to make a saving throw to break the effect for that round.
Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
Aphrodite's Girdle. Each male humanoid within 100 feet of her that can see her must make a DC 20 Wisdom saving throw or be magically charmed. Humanoids attracted to females automatically fail the saving throw and cannot be immune to this effect. The charmed target obeys the fiend's verbal or telepathic commands. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. However, at the start of each of the succubus' turns, the DC to save against this effect goes up by one. If a creature successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Girdle for the next 30 minutes.
Adoration. Aphrodite attempts to thwart a melee or ranged attack that targets it, after the attack is declared, but before the roll is made. This ability functions as sanctuary, but only against one individual attack. The creature attacking her must succeed on a DC 19 Wisdom saving throw to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks.
Reel in. When the fiend pulls a creature toward it with Lover's Kiss, It can use the Draining kiss option
Infernal Seduction. Aphrodite will attempt to seduce the target if a male target is within a 5 ft. radius. The target must make a DC 15 Wisdom saving throw. On a successful save, She is repelled and will retreat 10 ft. from the target. On a failed save, she latches onto the target and the target becomes restrainedfor 2 turns. she will then perform Draining Kiss on the restrained target for its next turn.
Serve Me. If Aphrodite fails to charm 1/2 of the party members present at least once, she will summon an enthralled member of her harem to do her bidding. The thrall is still alive, but heavily charmed. On command, the thrall will grapple the nearest target. The target must make a DC 12 saving throw or be grappled for the next 2 turns.
Aphrodisiac. The air around Aphrodite become heavy with her scent. Anyone wanting to make a melee attack against her must first pass a wisdom save DC 20 or make the attack at disadvantage.
Lustful Gaze. At the beginning of a round, she may attempt to gaze at a target. The target must make a DC 22 charisma save or have disadvantage at becoming charmed.
Charm.(Costs 1 Action). Aphrodite attempts to charm one creature.