| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +8 |
| DEX | 26 | +8 | +8 |
| CON | 28 | +9 | +18 |
| Mod | Save | ||
|---|---|---|---|
| INT | 28 | +9 | +9 |
| WIS | 28 | +9 | +18 |
| CHA | 30 | +10 | +19 |
Spellcasting. Valerie is an 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). Valerie has the following spells prepared:
Cantrips (at will): fire bolt, create bonfire, vicious mockery, frostbite, toll the dead
1st level (4 slots): charm person, silvery barbs, chromatic orb, witch bolt, hold person, tasha's mind whip, antagonize
2nd level (3 slots): rime's binding ice, scorching ray, confusion, raulothim's psychic lance
3rd level (3 slots): synaptic static
4th level (3 slots): mass suggestion
5th level (3 slots): immolation, power word pain
Mesmer. Your demonic breed grants you an aptitude with magic meant to force creatures to your bidding. Spells from the enchantment school of magic count as being two spell levels lower than normal for you (to a minimum of 1st-level).
Demonic Translocation. As an action, you can teleport to a location within 120 feet of you that you can see. You can do so a number of times up to your proficiency bonus, and you regain all expended uses when you finish a long rest.Starting from 14th level, you can spend five uses of this feature in order to cast the spell teleport or etherealness without using a spell slot.
Primal Subjugation. Your bewitching powers grow in power. You gain the following benefits: • You know the spell dominate monster and it doesn’t count against your number of spells known. • You can cast dominate monster without expending a spell slot. You can do so twice, and you regain all expended uses when you finish a long rest. • You have advantage on Constitution saving throws that you make to maintain your concentration on the spell dominate monster when you take damage.
Profane Gift. As part of a long rest, you can bestow an intimate gift to another willing creature you can see that is also taking a long rest. This blessing signifies a bond that joins you and the target in an unholy union, not too dissimilar from a warlock and a patron. Choose an ability score. For the next 24 hours, or until either you or the target creature finish a long rest, the chosen ability score increases by 2 for the target, to a maximum of 22, and you gain the following benefits: • The target creature is charmed by you and becomes immune to other charm effects. • You and the target creature can communicate telepathically across any distance, including across planes of existence. • You can use the Help action as a bonus action, but only when assisting the target creature. You can only target celestials, fiends, giants, and humanoids with this feature.
Enticed Summons. Your charms beguile more than mortals. You can summon sycophantic fiends that follow your every word. You gain the following benefits: • You know the spell summon fiend and it doesn’t count against your number of spells known. • You can cast summon fiend without expending a spell slot. You can do so twice, and you regain all expended uses when you finish a long rest. • You have advantage on Constitution saving throws that you make to maintain your concentration on the spell summon fiend when you take damage.
Seductive Eyes. Whenever you target one or more creatures with a spell from the enchantment school of magic, you can choose to target one additional creature.
Sultry Rest. You can recover a portion of your power by reveling in your sin. Once per day when you finish a short rest, you can choose expended spell slots to recover, so long as you perform some form of unwholesome activity during the short rest. The spell slots can have a combined level that is equal to or less than half your succubus level (rounded up).
Multiattack. Valerie makes one Entrancing Tail attack and moves up to half her speed, then uses Charm or Draining Kiss.
Entrancing Tail. Melee Attack Roll: +13, reach 20 ft. Hit: All creatures other than Valerie are Invisible to the target, the target is Stunned, and the target cannot move more than 20 feet away from Valerie. Valerie controls the target's movement, and the targets Wisdom score decreases by one at the start of their turn. At the end of their turn, they can make a DC 25 Wisdom save to end the effect. If their Wisdom reaches zero they are permanently Charmed instead of Stunned, and their Wisdom goes back to normal. Valerie can only have one target Stunned at a time.
Charm. Valerie casts Dominate Person (level 8 version, no concentration needed), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 25).
Draining Kiss. Constitution Saving Throw: DC 25, one creature Charmed by Valerie within 5 feet. Failure: 110 (10d20) Psychic damage. Success: Half damage. Failure or Success: The target’s Hit Point maximum decreases by an amount equal to the damage taken. If the targets Hit Point maximum is reduced to 0 they are permanently and irreversibly transformed into a Succubus under her control if female or an Enthralled Servant otherwise.
Shape-Shift. Valerie shape-shifts to resemble a Medium or Small Humanoid or back into her true form. Its game statistics are the same in each form, except her Fly Speed is available only in her true form. Any equipment she is wearing or carrying isn’t transformed.
Distracting Tease. You seem to have the uncanny ability to find yourself in conveniently revealing positions. When an attack roll is made within 60 feet of you, you can use your reaction to distract either the attacker or the defender, provided that creature can see you. Roll 1d10 and subtract the result from the attack roll if targeting the attacker, or add it to the attack roll if targeting the defender. You can decide to use this reaction after the attack roll is made, but must decide before the GM says whether the roll succeeds or fails. You can activate this feature a number of times up to your proficiency modifier, regaining all expended uses when you finish a short or long rest.
- Reality Quake: Valerie unleashes a psychic wave that shakes reality itself. Each hostile creature within 60 feet must make a DC 25 Wisdom saving throw. On a failure, they are affected as if by the Confusion spell for one round and take 8d8 psychic damage. On a success, they take half damage and are not confused.
- Illusory Doppelganger: Valerie creates an illusionary duplicate of one of the player characters in an unoccupied space within 60 feet. The doppelganger has the same stats and abilities as the original. If the doppelganger hits a player character, the character must succeed on a DC 25 Wisdom saving throw or believe the doppelganger is the real character for one round. The doppelganger vanishes at the end of the Valerie's next turn.
- Warping Gaze: Valerie targets one creature within 120 feet that can see her. The target must succeed on a DC 25 Wisdom saving throw or be charmed and take 4d6 psychic damage. While charmed by this gaze, the target is affected by the enemies abound spell.
Mythic Trait: The Queen's Retaliation: When Valerie is reduced to 0 hit points, her current hit point total is restored to its maximum. All expended legendary actions, legendary resistances, and mythic actions are immediately replenished. She sheds her illusory skin and reveals her true demonic form, a monstrous fiend with immense power.
- Aura of Despair: Hostile creatures within 30 feet of Valerie have disadvantage on all saving throws against her spells and abilities.
- Improved Etherealness: While on the Ethereal Plane, Valerie can fully perceive and interact with creatures on the Material Plane, allowing her to torment and attack them from perfect safety.
- Lair Action Adaptation: Valerie gains an additional, different lair action each round, in addition to the standard lair action.
Mythic Actions (3 actions each, available after "The Queen's Retaliation" is triggered):
- Void Kiss: Valerie makes a special draining kiss attack against one creature within reach. On a failed save, the target must succeed on a DC 22 Constitution saving throw or be permanently vulnerable to psychic damage until they receive a Wish or similar powerful magic or die.
- Mass Possession: Valerie targets up to three charmed creatures. On a failed DC 22 Charisma saving throw, a creature is possessed by the succubus. She controls the creature's actions and can make it attack its allies. The possession ends if the creature takes damage or succeeds on a saving throw at the end of its turn.
- Reality Tear: Valerie rips a hole in reality, creating a portal to the Abyss. This portal immediately summons 2d4 Succubus Queen's Handmaidens that fight for her. She can use this ability even while in her ethereal form.
- Essence Drain: Valerie unleashes a wave of pure necrotic energy. All hostile creatures within 60 feet of her must succeed on a DC 22 Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much on a successful one. A creature reduced to 0 hit points by this damage has its soul torn out and absorbed by the Valerie. Valerie regains hit points equal to half the damage dealt.
Description
Combat form
Lair and Lair Actions
- Mirage of Desire: The lair becomes shrouded in an illusion that shows each character what they most desire. Each hostile creature must succeed on a DC 18 Wisdom saving throw or be affected by a Confusion spell, but with a twist: all of their movements are directed toward a seemingly benevolent illusion of their greatest desire. This effect lasts until initiative count 20 of the next round.
- Shadowy Echoes: Dark, semi-real echoes of slain enemies or lost allies appear throughout the lair. These echoes have an AC of 10 and 10 hit points. When an echo is hit with an attack, it vanishes in a burst of psychic energy, forcing all hostile creatures within 10 feet to make a DC 18 Intelligence saving throw or take 4d6 psychic damage.
- Corrupting Whispers: Valerie's voice echoes in the minds of all hostile creatures. Each hostile creature must succeed on a DC 18 Wisdom saving throw or take 2d6 psychic damage and have their next attack roll, ability check, or saving throw made with disadvantage.
- Reality Quake: The ground of the lair trembles, and the walls seem to melt and shift. All hostile creatures must succeed on a DC 18 Dexterity saving throw or be knocked prone. Additionally, all hostile spellcasters must succeed on a DC 18 Constitution saving throw or lose one of their highest-level spell slots.
- Emotional Parasites: Valerie manifests spectral, writhing tendrils that burrow into the minds of the party. Each hostile creature must succeed on a DC 18 Wisdom saving throw or gain one level of exhaustion. This effect can stack, and creatures that fail this saving throw are also vulnerable to psychic damage until the end of their next turn.
- False Hope: A wave of energy washes over the lair, causing any non-charmed hostile creature to believe they are at full health and have regained all of their abilities. When the illusion is broken (either by taking damage or by a successful DC 18 Intelligence check), the creature is stunned for one round as the psychic whiplash sets in.
- Essence Drain: The entire lair is suffused with pure necrotic energy. All hostile creatures must succeed on a DC 22 Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much on a successful one. A creature that drops to 0 hit points from this damage has its soul torn out and absorbed by Valerie.
- Soul Swap: Valerie telepathically swaps the consciousness of two hostile creatures. The two creatures must make a DC 22 Charisma saving throw. On a failure, their minds are swapped for one minute, forcing them to control each other's bodies.
- Reality Tear: Valerie rips a hole in reality, creating a portal to the Abyss. This portal immediately summons 2d4 powerful demons (such as Hezrous or Chasmes) that fight for her. She can use this ability even while in her ethereal form.
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