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JNAProductions
2018-11-24, 02:07 PM
Succuboss
Medium Fiend, Neutral Evil
Armor Class 20 (Majestic Presence)
Hit Points 204 (24d8+96)
Speed 30', Fly 50'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


14 (+2)
18 (+4)
18 (+4)
18 (+4)
18 (+4)
22 (+6)


Skills Athletics +8, Acrobatics +10, Deception +18, Persuasion +18, Perception +10, History +10, Intimidation +12
Damage Resistances Necrotic, Lightning
Damage Immunities Fire, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 120', Passive Perception 20
Languages Infernal, Abyssal, Common, Telepathy 120'
Challenge X
Magic Resistance A Succuboss has advantage on saves against magic.

Innate Spellcasting A Succuboss can cast the following spells without requiring any components. Her spellcasting ability is Charisma (+12 to-hit, Save DC 20).

At-Will: Charm Person (as a 5th level spell), Hold Person, Suggestion, Command, Enthrall, Charm Monster
3/Long Rest: Mass Suggestion, Hold Monster, Power Word Pain
1/Long Rest: Feeblemind, Power Word Stun

Shapeshifter A Succuboss is able to take the form of any creature that is no smaller than Small or no larger than Large. She adopts the movement speed of what she transforms into, but otherwise retains all her regular stats.

Majestic Presence A Succuboss adds her Charisma modifier to her AC when not wearing armor or using a shield.

Actions
Kiss Melee Spell Attack: +12 to-hit, reach 5', one target. Hit: 4d10 (22) psychic damage and the target must make a DC 20 Wisdom save or become charmed by the Succuboss for one minute. They may repeat the save at the end of each of their turns.

Claws Melee Weapon Attack: +10 to-hit, reach 5', one target. Hit: 2d4+4 (9) slashing damage.

Embrace The Succuboss attempts to embrace one target within 5'. They must make a DC 20 Wisdom saving throw or become grappled and charmed by the Succuboss. While charmed in this fashion, the target believes themselves and the Succuboss to be madly in love, and will attempt to protect the Succuboss, granting her half cover against all attacks. In addition, while charmed, the target must use their reaction whenever possible to interpose themselves between any attacks against the Succuboss, becoming the target in her place. The target may make a new save at the end of each of their turns, ending the charm effect on a success. (They must then escape the grapple normally.)

Drain One grappled target. The Succuboss drains the target of their life force, dealing 6d10 (33) necrotic and psychic damage, and gaining the damage dealt as THP.

Beckon Ranged Spell Attack: DC 20 Wisdom Save, range 120', one target. Failed Save: The target must use their reaction to move their speed towards the Succuboss, as well as becoming charmed until the end of the Succuboss's next turn. While charmed, they must use every possible means to reach the Succuboss and be near her.

Bonus Actions
Cast The Succuboss casts one of her at-will spells.

Dance The Succuboss performs an enticing dance. All creatures within 30' who can see the Succuboss must either make a DC 20 Wisdom save or become enraptured by the dance, or avert their eyes, becoming effectively blinded against the Succuboss. While enraptured, they suffer disadvantage on attacks against the Succuboss and disadvantage on any Perception checks made to notice anything but the Succuboss. This dance lasts until the start of her next turn, but if she chooses to dance again, those who failed their saves may not make another until the end of their turn.

Reactions
Reflexive Charm The Succuboss, when targeted by an attack, may attempt to charm the target if they are within 120'. They must make a DC 20 Wisdom save or become charmed by the Succuboss until the end of their turn. This requires the Succuboss's concentration.

Lithe Dodge The Succuboss adds 6 to her AC until the end of the turn.