Medium Fey (Shapechanger), Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 256 (19d12 + 130)
Speed 30 ft., Fly 40 ft. (60 ft. when wings are out in proud form)
STR
18 (+4)
DEX
18 (+4)
CON
13 (+1)
INT
18 (+4)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws WIS +9, CHA +11
Skills Deception +15, Insight +5, Perception +5, Persuasion +19, Stealth +5
Damage Resistances Cold, Fire, Lightning, Poison
Condition Immunities Charmed
Senses Darkvision 60 ft., Truesight 100 feet; Location of creatures that can be affected by telepathy, Passive Perception 15
Languages Abyssal, Common, Infernal, Telepathy 60 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Telepathic Bond. The charmer 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 charmer can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings in proud form, the charmer loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any armor or clothing the charmer is wearing can change based on the charmer's ideas. Any other equipment it is carrying isn't transformed. It reverts to its true form if it dies.

Unknown. The charmer's true form is up to the discretion of the DM.

Actions

Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Charm. One humanoid the charmer 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.

If the charmer successfully uses charm on another humanoid on the same plane as a humanoid it has already charmed, then the charm effect on the first humanoid wears off in one hour unless they move into another plane.

Draining Kiss. The charmer kisses a 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.

Proud Form. Whenever a charmer is trying to seduce a target, it will tend to use this form. This form often varies, depending on the target, but it is always a humanoid form extremely attractive to most humanoids and is either slender or extremely muscular. When a charmer uses this form, in order to fly it must make wings sprout out of its back in an extravagant display. The wings also vary, but are either angelically light or metallic dark, and always extremely smooth. The wingspan is generally around 12 feet and the flight speed increases from 40 to 60 feet. In this form, the charmer gains advantage and a +3 bonus on any Charisma-based rolls.

Dimension of Control. Whenever a charmer has a target seduced, either from its persuasion skill or its magical charming, it will create a demiplane to exert its perverse pleasures. The charmer creates a magical portal that it tries to get itself and its target through. The target must make a successful DC 16 Wisdom saving throw in order to reject the charmer's offer of coming through the portal with it. After the charmer and the target enter the portal, the portal stays open for 30 seconds and therefore requires a successful DC 15 Dexterity saving throw if another person tries to enter. As soon as the charmer and the target enter, the target is magically knocked out. When they wake up, they will experience a fantasy created by the charmer where they appear to be in control of themselves, but in reality, the charmer is controlling everything in some way. If a creature that was not intended to enter the demiplane enters, the charmer will typically react by creating a labyrinth where every direction leads to some trap that forces the creature back onto the plane they came from, although the charmer has other tricks available at the DM's discretion. The demiplane they are on functions like the spell demiplane except the charmer can extend the area up to 1 mile, and the charmer can have up to 5 such demiplanes functioning at once. The contents of a demiplane are up to the DM's discretion, but some possible demiplane fantasies include:

  • Mermaid: The target is turned into merfolk in some confusing, overdramatic way that somehow makes sense to them, and then they engage in the charmer's sexual fantasies for as long as the charmer wishes. When transformed, the target keeps their class, including all spells, but in all other stats are changed to that of a merfolk.
  • Genie: The target is "turned into a genie." What this really means is that the subject experiences a vision of themself being sucked into a bottle, where they are then given revealing clothing similar to a stereotypical desert-dwelling human. Then they act like the genie in a fantasy where they are "granting wishes" to the charmer, where the wishes are usually sexual in nature.

Description

Whenever there are creative minds coming up with the most noble concepts to enlighten and lead others, there are also those who think of only the deepest, darkest thoughts of the conscious mind and find pleasure in living out the darkest and most creative fantasies known in the universe. Humanoids of this type with magic abilities may eventually become charmers through some unknown process. Often confused with succubi due to their shapeshifting and seductive nature, charmers are mostly differentiated by their intentions and their ability to create demiplanes. While succubi use their shapeshifting and seductive powers to kill those who stand in their way and send souls to the Abyss, charmers use their shapeshifting and seductive powers to find someone that they like (typically humanoids that are weak but have a fierce spirit), develop a relationship until this target is completely devoted to them, and then draw them into a demiplane where they can try out their creative concepts and fantasies on them for eternity. They always make it a point never to harm a target, but a target in a demiplane will never leave that plane until the charmer dies, which can only happen in battle as they are immune to aging and sickness. Despite this, a target in a fantasy rarely ever wants to leave, which makes some philosophers question if what the charmer does is truly evil or just part of the creative spirit.

Lair and Lair Actions

Any demiplane controlled by a charmer is treated as its lair. When inside a demiplane, the charmer can completely change the contents of the demiplane at will and can have other abilities at the DM's discretion. All creatures inside a demiplane no longer age and are immune to being poisoned.

Previous Versions

Name Date Modified Views Adds Version Actions
6/15/2020 6:35:41 PM
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Monster Tags: Shapechanger

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