Succubus (CR 7)

Medium Outsider (Chaotic, Extraplanar, Evil, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +19, and Spot +19
Languages: Telepathy 100 ft., tongues SA


AC: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Hit Dice: 6d8+6 (33 hp); DR: 10/cold iron or good
Fort +6, Ref +6, Will +7
Speed: 30 ft., fly 50 ft. (average)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +7
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee
Damage: Claw 1d6+1
Special Attacks/Actions: Spell-like abilities, energy drain, summon Tanarri
Abilities: Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26
Special Qualities: immunity to electricity and poison, resistance to acid 10, cold 10 and fire 10, SR 18
Feats: Dodge; Mobility; Persuasive
Skills: Bluff +19, Concentration +10, Disguise +17* (+19 acting), Escape Artist +10, Hide +10, Knowledge (any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), and Use Rope +1 (+3 with bindings)
Advancement: 7-12 HD (Medium-size)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary
Treasure/Possessions: none

Source: Monster Manual

Spell-Like Abilities: At will - charm monster, clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, ethereal jaunt (self plus 50 pounds of objects only), suggestion, and teleport without error (self plus 50 pounds of objects only); 1/day - unholy blight. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level).

Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus's kiss or embrace inflicts one negative level; the victim must succeed at a Wisdom check (DC 15) to even notice. The Fortitude save to remove the negative level has a DC of 18.

Summon Tanar'ri (Sp): Once per day a succubus can attempt to summon one balor with a 10% chance of success.

Alternate Form (Su): Succubi can assume any humanoid form of Small to Large size as a standard action. This ability is similar to the polymorph self spell but allows only humanoid forms.

While using this ability, a succubus gains a +10 circumstance bonus to Disguise checks.

Tongues (Su): A succubus has a permanent tongues ability as the spell cast by a 12th-level sorcerer. Succubi usually use verbal communication with mortals and save telepathic communication for conversing with other fiends.

Skills: Succubi receive a +8 racial bonus to Listen and Spot checks. When using alternate form, a succubus receives an additional +10 circumstance bonus to Disguise checks.

TANAR'RI QUALITIES

Immunities (Ex): Tanar'ri are immune to poison and electricity.

Resistances (Ex): Tanar'ri have cold, fire, and acid resistance 20.

Telepathy (Su): Tanar'ri can communicate telepathically with any creature within 100 feet that has a language.

Chaotic Subtype

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Tanarri Subtype

Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.

Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).