Library / Bestiary

Demon, Succubus

CR 7.00 Outsider CE Medium
Tiny horns, bat-like wings, and a sinuous tail betray the demonic nature of this alluring woman.

Among the demon hordes, a succubus can often rise to incredible heights of power through her manipulations and sensual charms, and many a demonic war has raged due to the subtle machinations of such creatures. A succubus is formed from the souls of particularly lustful and rapacious evil mortals.

STR
13
DEX
17
CON
20
INT
18
WIS
14
CHA
27
HP
84 (8d10+40)
AC
20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
Speed
30 ft., fly 50 ft. (average)
Init
+3
Melee
2 claws +11 (1d6+1)
BAB
+8
CMB
+11
CMD
22
Fort
+7
Ref
+9
Will
+10
DR
10/cold iron or good
SR
18
Racial Modifiers
+8 Bluff, +8 Perception

Weapons: Martial, Simple

Energy Drain — A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Profane Gift — Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

change shape (alter self, Small or Medium humanoid)

Agile Maneuvers from Feat

<p class="stat-block-1"> You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Weapon Finesse from Feat

<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>

Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, Fly +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense Motive +13, Stealth +14

spell-like abilities:
Constant—Detect Good, Constant—Tongues, At will—Charm Monster, At will—Detect Thoughts, At will—Ethereal Jaunt, At will—Suggestion, At will—Teleport, Greater, At will—Vampiric Touch, 1/day—Dominate Person
Details
Type
Outsider
Alignment
CE
Size
Medium
Environment
any (Abyss)
Organization
solitary, pair, or harem (3-12)
Treasure
double
Senses
darkvision 60 ft., detect good; Perception +21
Languages
Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
Source
Bestiary
Sources Used in This Record
13 House/Core
  • Uses feat: Agile Maneuvers (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Finesse (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Good (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Tongues (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Monster (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Thoughts (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Ethereal Jaunt (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Suggestion (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Vampiric Touch (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dominate Person (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.