Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed or frightened. 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, excluding her combat form transformation. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Magic Claws. The fiend's attacks are magical.
Resilient Form. When attacked by a spell (except if the spell deals psychic, necrotic, radiant or poison damage) or weapon attack, the attacker rolls an additional d20 to determine if the attack hits the scales. On a 1-4 the attack hits the scales, dealing only half damage.
Silver Tongue. The fiend can speak all languages except for celestial or other languages spoken mainly by divine beings. It can't talk to creatures that know no language (e. g. animals). The fiend also has advantage on charisma (deception) and charisma (persuasion) checks. If it talked more than 1 minute to a creature and tries to use its charm ability against it, the target has to make a Wisdom (insight) check against the fiends Charisma (deception) check. On a failure, the creature has to make the saving throw at disadvantage.
Fiendish Poison (Combat Form only). After making its claw attack, it can decide to leave its claws stuck in the target for another round, grappling it. The target must succeed on a DC 16 Strength saving throw to break free again. If it does not succeed in this, the target takes 26 (4d12) necrotic damage at the beginning of the fiends next turn. It must also make a DC 18 Constitution saving throw. On a failure, the target receives the poisoned condition for 1 minute, taking 9 (2d8) necrotic damage at the beginning of each of its turns for this duration. The affected creature can make the save again at the end of each of its turns, the effect vanishes on success.
Defensive Grapple. When the fiend is grappling a creature, it receives three quarters of damage dealt to it, as it funnels the other quarter of the damage into the creature being grappled.
Anger Rage (Once per long rest). When getting particulary angry, the fiend enters a rage-like state for 5 rounds in which it ends every condition on itself and can't be stunned/paralyzed/incapacited (except for dieing) for the duration. If it were to be incapacitated in any way, the fiend loses its bonus action. While in this state, the fiend also ignores any pain.
Second Chance (Mythic Trait). When the fiend is reduced to zero hit points, its body does not decompose and its soul does not escape its body. Instead, it stays there for 5 more minutes until it does. If there are living creatures of a challenge rating of 5 or higher within 100 feet of the fiend (players included), the fiend begins pulls life force from them. Creatures notice this and after a successful DC 16 Wisdom (medicine) Check, they know that the fiend is the source of that effect. The fiend cannot be stopped, unless the creatures it is draining from move out of range or the fiend's body is burned. The body has 60 hit points, is vulnerable to radiant damage and resistant to bludgeoing, piercing and slashing damage from nonmagical attacks. After one minute, creatures in the radius take 14 (4d6) necrotic damage and the succubus reincarnates with the same amount of HP.
Multiattack. The fiend makes 3 claw attacks or 2 flame attacks.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, 7 (1d10 + 5) fire damage.
Necrotic Flame. Ranged Spell Attack: +13 to hit, reach 40/120 ft., one target. Hit: 13 (2d8 + 5) firedamage. The fiend can attack twice this way.
Spellcasting. The fiend can cast invisibility only on itself and Major Image 2 times per day without needing the specified components. The Spell Save DC is 18.
Charm. One humanoid or fiend the fiend can see within 40 feet of it must succeed on a DC 22 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 at a DC of 20, 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 up to 4 targets charmed at a time, should their combined level/CR not be greater than 12. If it charms other targets, the effect on the previous targets ends.
Frighten. The fiend can instill fear into the mind of a humanoid or fiend it can see within 40 feet. The target must succeed on a DC 22 Wisdom saving throw or be frightened of everything coming nearer than 15 feet to it for 4 hours. If the target suffers any harm, it can repeat the saving throw, ending the effect on a success. If the fiend talks to a frightened creature telepathically, it has to succeed on a DC 20 Wisdom saving throw or the creature drops its weapon, having to use an action to pick it up, and falls prone. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Frighten ability for the next 12 hours.
The fiend can have only one target frightened at a time. If it frightens 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 22 Constitution Saving throw against this magic, taking 60 (10d10 + 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.
Drain. The fiend can use its action to start and drain life force from a creature frightened by it and no more than 30 feet away. The target must make a DC 22 Constitution Saving throw. On a successful save, the fiend deals 15 (3d8 + 2) psychic damage to the target and heals by half of that amount. If the target does not succeed on the save, the fiend heals by by all of that amount and it can also gain the damage as temporary hit points if it were to heal over its hit point maximum and the target is not allowed to save against "frighten". In addition, the fiend can use its bonus action to renew the effect, repeating the saving throw and applying the same effect. If the target moves out of range or succeeds on the saving throw, the fiend has to use an action to start the proccess again.
Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. The fiend is also invisible to other creatures not possessing this feature while on the ethereal plane.
Silence. The fiend targets a creature which has to make a DC 22 Wisdom Saving throw. On a failure, the target is unable to speak for 1 hour. The target can repeat this saving throw after receiving damage or if it tries to cast a spell that is level 3 or higher, the effect vanishes on success. If it casts a spell that is level 5 or higher or receives a critical hit, it can make this saving throw at advantage.
Draining grip (Combat Form only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. The fiend tries to grapple a creature by either lifting it up into the air or any other way. The creature must succeed on a DC 17 Strength saving throw or be grappled until successfully breaking the grapple as an action. A creature that is grappled by this feature is also restrained. The fiend can then immediately start to drain the life force from the grappled creature. The fiend steals 27 (4d10 + 5) HP, healing it by half of that amount or gaining temporary hit points if it would heal over its hit point maximum and dealing the full rolled amount as necrotic damage to the target. The grappled creature then has to make a DC 22 Constitution saving throw at the beginning of the fiends next round. On a failure, the fiend steals 2 (1d4) points of a stat of its choosing (Strength, Dexterity, Constitution, Wisdom, Intelligence, Charisma) and taking 12 (2d8 + 3) inches (1 inch = 2.5cm) of the grappled creatures height, leading to the creature losing proficiency with any heavy, two-handed or versatile weapon for the duration. This process, as mentioned above, takes 2 entire rounds. When successfully breaking the grapple in time, the above mentioned Constitution saving throw doesn't happen, as the succubus is disconnected from the target. The effects of this attack (including temporary Hit Points) last for 4 rounds and the fiend can only steal from one target at a time.
Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. The fiend can take a creature and slam it into the ground, dealing 18 (2d12 + 5) bludgeoning damage, creating a 2 foot deep crater, thus making an area in a 10 foot radius difficult terrain. This feature also works if the fiend and its target are up high in the air, which would result in the fiend slamming its target back down to the ground, dealing an extra 6 (1d8+2) damage for every 10 feet of distance covered (up to 8d8). This also knocks the targeted creature prone and it must succeed on a DC 22 Constitution Saving throw, or the creature is paralyzed until the end of its next turn, as it loses itself in the flaming red eyes of the fiend. Every creature on the ground in the radius of the crater has to succeed on a DC 20 Dexterity Saving throw or be knocked prone and take 9 (2d8) fire damage. The fiend can attack once with its claws after using this feature.
Deathly Stare. The fiend looks at a creature within 60 feet. This creature must succeed on a DC 17 Constitution Saving throw. On a failure, it takes 14 (4d6) necrotic damage and has disadvantage on its next saving throw, as the creature is overwhelmed by pain and coughing blood. If it succeeds, a target only takes half of that damage.
Dispel. The fiend tries to dispel effects like "protection from evil and good", "detect evil and good", or any other spells that detect an evil presence or protect against fiends. The target must succeed on a DC 17 Charisma Saving throw or the effect vanishes.
Accustomed Effects. The fiend can use its bonus action to end one effect on itself. If it is unable to take its turn (e .g. is stunned), it can still use this bonus action but can only move on its turn, not take actions.
Take one for me, would you?. The fiend tries to affect a creature within a radius equal to the targets movement speed. The target must succeed on a DC 20 Wisdom saving throw or be momentarily charmed by the fiend. In this state, the creatures purpose, for 2 rounds or until taking damage, is to prevent incoming damage to the fiend. The creature still acts normally on its turns, but it cannot harm the fiend and has no reaction. If an action is spent trying to harm it, nothing will happen and the action will go to waste. But if any attack against the fiend is made, the charmed creature uses its reaction and runs to take the incoming attack, even if it already used all its movement in this round or the distance to cover is greater than the targets movement speed (up to a range of 3x the targets movement speed). This means, in almost every case, the attack role is made against the charmed creature, so its armor class applies, by which an attack that does not hit would be deflected, and it takes all the damage in the case of a hit. If the charmed creature did already use all of its movement in this round or has to run further than its normal speed would allow it and it has to run to take the attack, it must make DC 18 Constitution saving throw or lose half of its movement and be unable to use the dash action on the next turn. This feature can only charm one person at a time and a person charmed by this feature cannot be charmed by 'Would you be so kind?'.
Would you be so kind?. The fiend tries to affect a creature within 30 feet. The target must succeed on a DC 20 Wisdom saving throw or be momentarily charmed by the fiend. In this state the fiend has complete control over weapon attacks of the creature until it takes damage or for 2 rounds, the creature acting on its normal turn in the initiative order. The fiend cannot let the creature cast spells or make it move, it can only make melee or ranged weapon attacks. This feature can only charm one person at a time and a person charmed by this feature cannot be charmed by 'Take one for me, would you?'.
Duplication. When an attack is coming towards the fiend, it can use its reaction to teleport up to 20 feet away, becoming invisible as well as leaving behind a cloud of shadows and after the attack is done, an illusory image of the fiend appears there. The fiend also makes a Dexterity Saving throw DC 5 + half of the attack roll, taking no damage on success and half damage on a failure. The image is to be revealed such when using an action to look at it (DC 22 Investigation check) or when something passes through it. The fiend keeps its invisibility until the end of its next turn, unless it decides to attack or do any other action that would drop the invisibility spell.
Deter Control. When someone tries to charm or frighten the fiend and fails doing so, the invisible, but strong magic aura of the fiend begins to invade the attackers mind. The fiend can use its reaction and the target, if within 60 feet of the fiend, must succeed on a DC 22 Intelligence Saving throw or take 3d6 psychic damage, lose its reaction and can either move, use an action or a bonus action on its next turn.
Mockery. When an attack misses the fiend, it bursts out in laughter, humilitiating everyone that missed the fiend since the fiends last turn in a 20 foot radius. The creatures that this applies to have to make a DC 22 Wisdom Saving throw or have disadvantage on all attack rolls against the fiend until the end of the next turn. They also have disadvantage on the first damage roll they make, regardless of failing or succeeding the save.
Inflict. When an attack hits the fiend, it can use its reaction to reduce the damage taken by 7 (2d6) as well as dealing this amount as fire damage to enemies in a 10 foot radius which did not succeed a DC 22 Constitution saving throw, on a success, a target takes no damage. If the target is still affected by Mockery, it takes double that damage on a failed save.
The fiend can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The fiend regains spent legendary actions at the start of every 2nd turn. The fiend also has to be in its Combat Form to use legendary actions.
Detect. The fiend makes a Wisdom (Perception) check.
Attack. The fiend can use Flame, but deals necrotic instead of fire damage.
Teleport. The fiend can teleport to an unoccupied space up to 60 feet away, attacking once with its claw upon arrival if an enemy is nearby, without the necrotic damage component. The fiend can take one willing creature within 10 feet with it. If the creature is unwilling, it has to be touched by the fiend and fail on a DC 20 Dexterity Saving Throw.
After the fiends hit points are reduced to 120 or below, it unlocks the following mythic actions.
Necrotic Storm (Once per long rest). The fiend flies up 20 feet into the air and begins to channel, not being able to react, move or take (bonus) actions. The light grows darker around the fiend and shadows gather on the ground. In a 40 foot radius, the shadows begin to spread and entangle the feet of those standing on the ground, also reaching up 10 feet into the air, halving all movement, even halting abilities that would ignore this restriction. Everyone in this 40 foot radius must succeed on a DC 18 Strength saving throw or be restrained for one round. Life force is channeled into the fiend and it heals by 23 (4d8 + 5) HP at the beginning of its next turn. At this point, it can choose one creature to be pulled 15 feet into the circle by shadows (it can also pull in creatures up to 10 feet away from the edge of the circle), if the target fails a DC 16 Strength Saving throw. A gravitational pull begins to grow towards the fiend (middle of the circle). Everyone in the circle must succeed on a DC 18 Strength saving throw or be pulled 20 feet towards the fiend, half of that on a success. If a target is closer than that to the middle, it is pulled there and not any further. At the end of the fiends turn, the dark magic errupts into a devastating explosion, shattering glass, shaking caves and creating wind gusts up to half a mile away. Creatures in the middle of the circle and up to 20 feet away take 46 (6d12 + 7) necrotic damage, ignoring resistances and immunities. Creatures 20-30 feet away take 33 (4d12 + 7) necrotic damage, ignoring resistances. Creatures 30-40 feet away take 20 (2d12 + 7) necrotic damage, resistances and immunities apply as normal. Creatures up to 200 feet away take 13 (1d12 + 7) necrotic damage, resistances and immunities apply as normal. If a creature is reduced to 0 hit points by this feature and would lose at least 20 more hit points by this feature, it is disintegrated and redcued to ashe. The creature can only be revived by true resurrection or a wish spell, as there is no body left. The fiend is then healed by a quarter of the overall damage dealt or gains temporary HP if it would heal over its HP Maximum.
Rage against the light (Once per long rest). Once per long rest, the fiend can use its action to burst out necrotic energy, covering an area with a radius of 40 foot outward from the fiend in complete darkness. A creature within this area is considered blinded and deafened, as loud screams fill the dark space. Only the fiend can see through this darkness with a 15 foot range and it can hear just fine. This darkness lasts for 2 rounds, fading on initiative 20, extinguishing all (magical) light and divine spells like guidance to aid creatures cease to function. If a creature wants to move out of the darkness, it can either use an action and bonus action to orientate itself and then know where to go or just move, with which there is a d8 to roll. Ascending from 1-8 and assigning one direction to one number, the creature either moves up, up right, right, and so on. Right before the darkness fades, the darkest nightmares of creatures within the darkness appear as an illusion. The affected creatures have to make a DC 22 Wisdom Saving throw. If the creature is connected to a divine being (e. g. cleric, paladin, etc.), it makes this Saving throw with disadvantage. If a creature fails this save, its speed is halved and it has to choose a stat of which to give the fiend 2 points of. This effect lasts for 2 rounds until the end of the fiends turn.
Description
A succubus that came to far greater powers than any of her race could ever dream of. Born as a child of a powerful demon lord and a succubus, it gained its powers through draining and devouring souls of mortals over centuries.
Dragon-like scales in black, sprinkled with red, cover her arms in her true form, her eyeballs are black, her iris is red. Leathery wings and a long, black tail sprout from her back. Her attitude is, although being smart, overly confident and cocky; but she always tries to have a trick up her sleeve, something to have the upper hand, should the enemy be more powerful than she thought.
Previous Versions
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