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Recent History
Emerging from the portal, these Daemons take great delight in spreading pleasure throughout their victims. They are particularly fond of the Rockfolks, due to their immortality and durability. 
 
General Description
The true form of a Succubus is alluring and humanoid in appearance, with a seductive and voluptuous form similar to that of a particularly shapely female Elf; it also has red skin and dark wine-coloured hair, bat-like wings, a long tail ending and digitigrade cloven hooves for feet similar to those of a Minotaur, though attached to far more shapely legs. They also have a pair of long spiral horns growing from their hairline and extending upwards to curve slightly backwards. 
 
Abilities
One of the sapient Daemons, Succubi are an entirely female race who feed off the psychic energy of those they encounter. They are experts at manipulation due to their immense natural charisma and sexual appeal, and combined with their innate shapeshifting ability make excellent spies; however, the majority of Succubi are also fiercely independent. They also have heightened (but by no means limitless) physical stamina (which they mainly use for sex) and the ability to fly via their large, batlike wings.

Looks are Deceiving
While Succubi are Daemons, they, like Devils, are not truly evil or, much of the time, even violent. The majority of Succubi living in the Materium are peaceful, and integrate themselves into local societies relatively well. However, also like Devils, they are heavily prejudiced against because of their appearance and Daemonic nature. They are totally capable of feeling emotions like affection, love and attachment, despite the stereotype of being nymphomaniacs who only care about sexual gratification, and they do have souls, like all living creatures. 

Character Creation Stat Block

+3 Cha, -1 Str, -2 Con

Default Languages: Infernal, Common, main language of region

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Wings: You have a flight speed of 30ft. Your wingspan means that you can’t take off unless you have 14ft of empty space around you. When you take damage while flying, make a Constitution save with a DC equal to 10 or half the damage taken, whichever is higher. If you fail the saving throw, you fall to the ground.

Daemonic Biology: You are Resistant to Fire damage, but Vulnerable to Radiant damage. You also get a Saving Throw against being Frightened and are immune to being Charmed by magical means.

Physical Perfection: You use your Cha modifier when calculating HP instead of Con.

Unencumbered: You cannot wear Medium or Heavy armour. 

Seductive: You have proficiency in Persuasion and Deception, and when using these skills to seduce someone you can double your Proficiency bonus.

Under the Lash: You have proficiency with whips.

Kiss of Death: As an action during your combat turn, you can choose to kiss a target if they are within grapple range of you. The target must make a DC 15 Constitution saving throw against this magic, taking 5d10 Necrotic damage on a failed save, or half as much damage on a successful one; you then regain half of the dealt amount of damage . The target’s body turns to dust if this effect kills them. You can do this once per combat.

Devilish Disguise: You can use an action to Polymorph into a Small to Large humanoid, or back into your true form, three times a day. Without wings, you lose your flying speed. Other than your size and speed, your stats and abilities are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you knocked unconscious or otherwise incapacitated. Unless the race is unisex you exclusively turn into a female of the race you choose. A creature can recognize your disguise by making a successful Wisdom (Insight) check.

Silver Tongue: If you spend one minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature's Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is Charmed by you as long as it remains within 60 feet of you and for 5 minutes thereafter. 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 twenty-four hours. You can have only one target Charmed at a time. If you charm another, the effect on the previous target ends.