![]() ![]() Succubi stood on average around 6 feet (1.8 meters) tall and weighed 125 pounds (57 kilograms). Small horns or a tail might also be seen. Their eyes were said to smolder with sinister desire. When uncovered in her true form, a succubus appeared as a stunningly beautiful woman of statuesque build and perfect figure, with flawless skin and red or raven-black hair, but also clawed fingers and large dark-hued or reddish bat-like wings mounted on their backs. In fact, with their shapechanging powers, incubi and succubi could both change their sex with ease, though most had a preference for one or the other. Legend held that incubi and succubi were wholly separate sexes, and the males were significantly rarer than the female of their kind. The male counterpart of this creature was called an incubus ( pronounced: /ˈ ɪ ŋk j uː b ʌ s/ INK-yoo-bus ). However, after the Second Sundering of 1487 DR, they were known as simply fiends, found across all the Lower Planes and serving all kinds of evil. In the 15 th century DR, circa 1479 DR, they were instead considered to be a form of devil of the Nine Hells, and they tempted mortals into villainy. They existed to seduce and tempt mortals and ultimately slay them and take their life energy back to the Abyss. The way you balance that out is to make them immune to normal healing spells or potions similar to undead.A succubus ( pronounced: /ˈ s ʌ k j uː b ʌ s/ SUK-yoo-bus plural succubi) was once known to be a type of demon, a beautiful lesser breed of tanar'ri from the Infinite Layers of the Abyss. That being said a Succubus according to some DND lore was also the original source for creating greater vampires and many fiends feed on life force for sustenance so I feel regaining hp from draining kiss should be handled the same way as a vampiric drain spell. Often, a succubus will do both, using their charms to manipulate an authority figure to whatever nefarious purposes their master has set them to, and corrupting the souls of some commonfolk on the side. They make for excellent manipulators and spies who work more subtly, either charming an important figure and forcing them to further her plans (and making that figure appear to be the antagonist to the players) or methodically corrupting men and women in a community to claim their souls. The important thing to note about playing a succubus is that it's not really the type of creature to get into a straight-up fight. The draining kiss is already extremely potent reducing max hit points by such a huge amount can effectively take a player character out of the rest of the adventuring day, and it makes for an excellent departing move to make an adventuring party think twice about pursuing it. Just to address both of these comments and anyone else coming by that may be thinking the same a succubus is not a vampire. I feel like the draining kiss should heal or buff the succubus in some way, and maybe give it sneak damage like it had in 3.5 so it can pick off foes with its charmed ally. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. ![]() ![]() The target dies if this effect reduces its hit point maximum to 0.Įtherealness. This reduction lasts until the target finishes a long rest. The target's hit point maximum is reduced by an amount equal to the damage taken. 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 fiend kisses a creature charmed by it or a willing creature. If it charms another, the effect on the previous target ends.ĭraining Kiss. The fiend can have only one target charmed at a time. 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 target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. The charmed target obeys the fiend's verbal or telepathic commands. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ![]()
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