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Demon, Incubus

CR 6.00 Outsider CE Medium HD 8
This darkly handsome humanoid's batlike wings, curving horns, and bestial legs betray his demonic origin.

An incubus in his true form is always muscular and attractive, with long hair and intense eyes. His skin can be of any color, but is always smooth and silky. When not using his wings for flight, an incubus can fold them to drape across its shoulders like a cloak—many decorate both the inside and outside of their wings with tattoos, ink, or self-inflicted scars. Incubi stand between 6 and 6-1/2 feet tall and typically weigh 200 pounds.

When not in battle, incubi serve as counselors, torturers, and companions for greater demons. They are also often conjured for similar roles by mortal spellcasters, although care must be taken in dalliances with incubi, for they delight in causing pain to their companions.

Like succubi, incubi form from the chaotic evil souls of particularly lustful and rapacious mortals. Yet whereas succubi are subtle and methodical about using their charms to cause ruin, the typical incubus is forthright and forceful about his insatiable desires.

HP
76 (8d10+32)
AC
18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
Init
+2
Speed
30 ft., fly 50 ft. (average)
Fort
+10
Ref
+6
Will
+8
BAB
+8
CMB
+13
CMD
25
Melee
mwk scimitar +14/+9 (1d6+7/18-20) or2 slams +13 (1d4+5)
DR
10/cold iron or good
SR
17
Racial Modifiers
+8 Intimidate, +8 Perception
str
20
+5
dex
15
+2
con
18
+4
int
16
+3
wis
15
+2
cha
21
+5

Weapons: Martial, Simple

Pain Redoubled — When an incubus confirms a critical hit with a melee weapon or a natural weapon, that attack deals an additional 2d6 points of nonlethal damage and the target must succeed at a DC 19 Fortitude save or be wracked by pain, becoming sickened for 1d6 rounds. Multiple uses of this ability extend the duration. The save DC is Charisma-based.

change shape (Small or Medium humanoid; alter self)

Universal Monster Rules

Change Shape (Small or Medium humanoid; alter self) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Special Abilities

Pain Redoubled from text
When an incubus confirms a critical hit with a melee weapon or a natural weapon, that attack deals an additional 2d6 points of nonlethal damage and the target must succeed at a DC 19 Fortitude save or be wracked by pain, becoming sickened for 1d6 rounds. Multiple uses of this ability extend the duration. The save DC is Charisma-based.

Feats, Traits & Items

Flyby Attack from Feat

When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Acrobatics +6, Bluff +16, Diplomacy +16, Escape Artist +6, Fly +13, Intimidate +24, Knowledge (planes) +14, Perception +21, Sense Motive +13, Spellcraft +11, Stealth +11

spell-like abilities:
Constant—Tongues (DC 18), At will—Charm Person (DC 16), At will—Detect Thoughts (DC 17), At will—Teleport, Greater, At will—Suggestion (DC 18), 1/day—Crushing Despair (DC 19)
Details
Type
Outsider
Alignment
CE
Size
Medium
Environment
any (Abyss)
Organization
solitary, pair, or wing (2-8)
Treasure
standard (masterwork scimitar, other treasure)
Senses
darkvision 60 ft.; Perception +13
Languages
Abyssal, Celestial, Common; telepathy 100 ft., tongues
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
9 House/Core 1 Recognized publisher
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