Homebrew Succubi/incubi Species Details
Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz’zt keeps succubi and incubi as advisers and consorts.
Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways.
Beautiful Corrupters. A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal’s bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim’s dreams with debauched images, the victim becomes more susceptible to temptation in everyday life.
Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature’s actions. Appearing in the guise of a humanoid who has previously appeared only in the victim’s dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will.
A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely — some say by causing the victim to commit the three betrayals of thought, word, and deed — the victim’s soul belongs to the fiend. The more virtuous the fiend’s prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes.
The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A charmed creature isn’t responsible for its actions, so forcing it to behave against its will won’t bring the fiend closer to the ultimate prize: the victim’s soul.
Deadly Kiss. The kiss of a succubus or incubus is an echo of the emptiness that is the fiend’s longing for a corrupted soul. Likewise, the recipient of the fiend’s kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes.
Fiendish Offspring. Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent.
Succubi/incubi Traits
Succubi and incubi Racial TraitsDraining Kiss
You kiss a creature charmed by you or a willing creature. The target must make a DC 8+cha+prof Constitution saving throw against this magic, taking 1d10+cha psychic damage on a failed save. 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.
Languages
You know Common, Infernal and Telepathy of 60 ft.
Ability Score Increase
Your Charisma and Dexterity are increased by 2
Age
Succubi/Incubi are ageless demons, typically reaching adulthood between the ages of 15 and 19 and will not die of old age.
Alignment
Due to their fiendish natures, succubi and Incubi often tend toward evil alignments. Neutral or good succubi are rare, but not unheard of. They have no particular tendency toward or against lawful or chaotic alignments.
Size
Succubi and Incubi range from barely 5 feet to well over 6 feet tall. Regardless of your position in that range your size is Medium. you can chapechange, so this is for your fiendish form
Speed
Your base walking speed is 30 feet.
Flight
You have a flying speed of 40 feet. To use this speed you can’t be wearing heavy armor. Also you cannot end your turn in the air if you are wearing medium armor, you must land or otherwise keep yourself aloft or you will fall to the ground at the end of your turn. If you are wearing light armor or no armor you can stay in the air at the end of your turn.
Superior Darkvision
You can see very well in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. you can also see through magical darkness.
Damage Immunities
From 7th level, you are Immune to bludgeonig, slashing and piercing damage from non-silvered weapons. at 9th level, you also gain immunity to fire damage
The fiend of Charming
You are immune to being charmed
Charm
You can use an action to try to charm any humanoid. One humanoid the you can see within 30 feet of it must succeed on a Wisdom saving throw equal to a DC of 8+cha+Prof or be magically charmed for 1 day. The charmed target obeys your 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 your Charm for the next 24 hours.
Etherealness
You magically enter the Ethereal Plane from the Material Plane, or vice versa.
Telapathic 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
you can use your action to polymorph into a Small or Medium humanoid, or back into your true form. Without wings, you lose your flying speed. Other than your size and speed, your statistics are the same
Claws
You can use your claws as an unarmed strike, doing 1d4+dex modifier damage
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