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    Titan in the Playground
     
    Fax Celestis's Avatar

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    Default [d20r, Monster, Racial Progression] The Succubus

    Succubus (CR 7)
    Usually CE Medium Outsider (Extraplanar)
    Class None
    [hr]Pre-combat
    Init: +13; Senses: Awareness +10; Darkvision 60'
    Languages: Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100', tongues
    [hr]Defense
    AC 21; touch 12; flat-footed 17
    (+2 Dex, +3 Hero, +6 natural)
    HP 39 (6d8+12 HD); DR 10/cold iron
    GD 12
    Immune Poison; Resist Acid 1, Cold 1, Electricity 1, Fire 1, Mind-Affecting (+3)
    Fort +10 Ref +8 Will +10
    SR 18 HV 3
    SQ Aura of Majesty, Change Shape, Natural Magic, Tongues
    [hr]Offense
    Speed 30' (6 squares); Fly 50' (Average)
    Melee Two claws +11 (1d6+5 plus venom)
    Space 5'; Reach 5'
    BAB +6; Grp +5
    Attack Options Energy Drain, Venom
    Special Actions Energy Drain
    Combat Gear potion of cure serious wounds, potion of feral might, potion of natural insight
    [hr]Post-Combat
    Treasure: Combat gear, plus any equipment or disguise currently used
    [hr]Other
    Abilities Str 10 Dex 14 Con 14 Int 16 Wis 14 Cha 26
    Apprentice Skills (+5+ability modifier) Acrobatics, Athletics, Initiative, Intimidate, Knowledge (Arcana), Knowledge (Engineering), Knowledge (Nature), Knowledge (The Planes), Ride, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Stealth, Survival
    Journeyman Skills (+5+twice ability modifier) Bluff, Diplomacy, Grapple
    Mastered Skills (+5+twice ability modifier) None
    [hr]Feats
    Weapon Finesse: A succubus may use her Dexterity modifier instead of her Strength modifier for attack rolls when wielding weapons with the Finesse property. She also gains a +2 bonus on damage rolls with these weapons. (9 pts)
    Ability Focus (Energy Drain): A succubus increases the DC of her Energy Drain ability by 2.
    Improved Initiative: A succubus has a +6 bonus to Initiative checks. (9 pts)
    Weapon Proficiency (Claws): A succubus gains a +3 competence bonus on attack and damage rolls with her claws. In addition, her claws have the Finesse property. (9 pts)
    [hr]Abilities
    Aura of Majesty (Su): A succubus adds her Hero Value or her Charisma modifier to her saving throws, whichever is lower.

    Change Shape (Su): A succubus can assume the form of any Small or Medium Humanoid as a full-round action. When in the guise of another creature, she loses all preternatural abilities gained by being a succubus, but gains any preternatural abilities that her new form carries. She retains her spell-like, supernatural, and extraordinary features gained by being a succubus, and does not gain those types of abilities from her new form.

    Energy Drain (Su): A succubus drains energy from creatures it kisses. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. Once grappling an opponent, a succubus can kiss her opponent by making a Grapple check against her target's Grapple Defense: if she wins the check, she kisses her opponent. A kissed creature must make a Fortitude save (DC 10 + 1/2 succubus HD + Con modifier + 2 Ability Focus; DC 17 for a typical succubus) or take 1d2 Hero Value damage. A succubus who successfully damages an opponent's Hero Value in this way gains a +1 bonus to her Hero Value for 24 hours, to a maximum of double her normal Hero Value.

    The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a Will save (DC 10 + 1/2 succubus HD + Cha modifier +2 Ability Focus; DC 23 for a typical succubus) to negate the effect of the suggestion.

    Flight (Pr): A succubus' leathery wings allow her to fly at 50' at an Average maneuverability. A succubus can hide or reveal her wings as a swift action: when her wings are hidden she cannot fly, but she may find blending in to be easier.

    Natural Armor (Pr): A succubus' Natural Armor bonus is equal to her succubus Hit Dice (but not Hit Dice gained from classes, templates, template classes, or temporary effects).

    Natural Magic (Sp): 8 daily charges. One charge -- charm monster (DC 22), detect thoughts (DC 20); two charges -- suggestion; three charges -- ethereal jaunt (self plus up to 50 pounds of objects only), teleport (self plus up to 50 pounds of objects only). Caster level equal to Hero Value or minimum level needed to cast spell, whichever is higher. A succubus receives one Natural Magic charge per three class levels, minimum one, and also gains an additional charge per succubus Hit Die (but not Hit Dice gained from classes, templates, template classes, or temporary effects). The save DCs are Charisma-based.

    Skills: A succubus is trained in the Quick, Smart, and Strong monstrous skill sets and in the Diplomat skill set. She also receives a +8 racial bonus to Awareness.

    Spell Resistance (Su): A succubus' spell resistance is equal to 10 plus her Charisma modifier.

    Telepathy (Su): A succubus has telepathic contact with any creature that possesses a language within 100'. A creature unwilling to communicate or attempting to hide from the succubus' telepathy must make a Will save (DC 10 + 1/2 succubus HD + Wis modifier; DC 15 for a typical succubus) to sever or prevent the contact. A failed save against this ability immediately alerts the succubus, as does a successful save to sever an ongoing connection after initial telepathic contact has been made.

    Tongues (Su): A succubus is always considered to be under the effects of a tongues spell.

    Venom (Pr): A succubus may coat her natural attacks in a thin, translucent poison for one round as a swift action. Creatures damaged by her natural attacks when they are envenomed must make a Fortitude save (DC 10 + 1/2 succubus HD + Con modifier; 15 for a typical succubus) or become fatigued. A creature that is already fatigued that is damaged by a succubus' envenomed natural attacks must make a second Fortitude save (versus the same DC) or fall unconscious for 1d3 rounds. Creatures resistant to poison may apply their resistances to this ability; creatures immune to poison are immune to this ability.

    Racial Progression
    • +2 Charisma
    • Medium size: As Medium creatures, succubi gain no special benefits or take penalties according to size.
    • Demon: Succubi are Outsiders. Outside of the Abyss, succubi have the Extraplanar subtype. Banishment effects return them to the Abyss.
    • Speed: A succubus' base land speed is 30 feet.
    • Darkvision: out to 60'.
    • Natural Armor: Succubi receive a +2 racial bonus to their Natural Armor due to their demon hide.
    • Energy Resistance: Due to their exposure to the roiling energies that course through the Abyss, succubi have Resist Electricity 1.
    • Natural Attacks: Succubi have sharp claws they can use to defend themselves when necessary. Succubi have two claws that deal 1d4 damage each. Succubi use their claws as their primary natural attack.
    • Natural Magic: A succubus has a small pool of reserve magical energy. A succubus has one charge per three class levels, minimum one. A charge may be spent to cast one of the following spells as a spell-like ability, with a caster level equal to the succubus' Hero Value or minimum level needed to cast spell, whichever is higher:
      • detect thoughts
    • Automatic Languages: Abyssal. Bonus Languages: Any.
    • Favored Class: Bard.


    Racial Class Progression
    {table=head]Level | Hit Dice | BAB | Fort | Ref | Will | Special | Stat Increases
    1 | 1d8 | +1 | +2 | +2 | +2 | Sharp Senses, Shielded Mind | -
    2 | 2d8 | +2 | +3 | +3 | +3 | Improved Resistances, Demonhide | +2 Dex
    3 | 2d8 | +2 | +3 | +3 | +3 | Improved Natural Magic, Telepathy 30' | +2 Cha
    4 | 3d8 | +3 | +3 | +3 | +3 | Improved Claws, Venom | +2 Cha
    5 | 4d8 | +4 | +4 | +4 | +4 | Tongues, Telepathy 100', Flight | +2 Wis
    6 | 4d8 | +4 | +4 | +4 | +4 | Spell Resistance | +2 Cha
    7 | 5d8 | +5 | +4 | +4 | +4 | Aura of Majesty | +2 Dex
    8 | 6d8 | +6/+1 | +5 | +5 | +5 | Change Shape, Energy Drain | +2 Cha[/table]
    HD: d8. Succubi only gain Hit Dice (and increase related abilities, like Base Attack Bonus, saving throws, and Hero Value) at the levels indicated on the table.

    Prowess: 6 per level.

    Skills: A succubus is trained in four skill sets of her choosing. Unlike monstrous succubi, a player character succubi uses non-monstrous skill sets.

    Proficiencies: A succubus is proficient with simple weapons, with one weapon group of her choosing, and with light armor.

    Sharp Senses (Ex): A succubus adds a racial bonus to her Awareness checks equal to her racial class levels.

    Shielded Mind (Su): A succubus adds one-third of her racial class levels (rounded down) to saves against mind-affecting effects.

    Improved Resistances (Ex): Starting at second level, a succubus adds one-third of her racial class levels (rounded down) to her electricity resistance. She also gains resist 1 to acid, cold, and fire, and gains immunity to poison.

    Demonhide (Pr): Starting at second level, a succubus adds one-half her racial class levels (rounded down) to her Natural Armor bonus.

    Improved Natural Magic: Starting at third level, a succubus gains natural magic charges at an improved rate. She adds a number of charges to her natural magic pool equal to her her racial class level minus two. She also gains new spell-like abilities usable with that feature, as described in the table below:
    {table=head]Succubus Level | New Spell-Like Abilities
    3 | charm person (1 charge)
    4 | -
    5 | suggestion (2 charges)
    6 | charm monster (1 charge)
    7 | ethereal jaunt* (3 charges)
    8 | teleport* (3 charges)[/table]
    *self plus up to 50 pounds of objects only.

    Telepathy (Su): Starting at third level, a succubus gains the ability to make telepathic contact with any creature that possesses a language within 30'. A creature unwilling to communicate or attempting to hide from the succubus' telepathy must make a Will save (DC 10 + 1/2 succubus HD + Wis modifier) to sever or prevent the contact. A failed save against this ability immediately alerts the succubus, as does a successful save to sever an ongoing connection after initial telepathic contact has been made. The range of this telepathy increases to 100' at fifth level.

    Improved Claws: At fourth level, a succubus' claws improve their damage die one step.

    Venom (Pr): Starting at fourth level, a succubus may coat her natural attacks in a thin, translucent poison for one round as a swift action. Creatures damaged by her natural attacks when they are envenomed must make a Fortitude save (DC 10 + 1/2 succubus HD + Con modifier) or become fatigued. A creature that is already fatigued that is damaged by a succubus' envenomed natural attacks must make a second Fortitude save (versus the same DC) or fall unconscious for 1d3 rounds. Creatures resistant to poison may apply their resistances to this ability; creatures immune to poison are immune to this ability.

    Flight (Pr): At fifth level, a succubus gains the ability to sprout wings. A succubus' leathery wings allow her to fly at 50' at an Average maneuverability. A succubus can hide or reveal her wings as a swift action: when her wings are hidden she cannot fly, but she may find blending in to be easier.

    Tongues (Su): At fifth level and beyond, a succubus is always considered to be under the effects of a tongues spell.

    Spell Resistance: At sixth level, a succubus gains Spell Resistance equal to 10 plus her Charisma modifier.

    Aura of Majesty (Su): Starting at seventh level, a succubus adds her Hero Value or her Charisma modifier to her saving throws, whichever is lower.

    Change Shape (Su): Starting at eighth level, a succubus can assume the form of any Small or Medium Humanoid as a full-round action. When in the guise of another creature, she loses all preternatural abilities gained by being a succubus, but gains any preternatural abilities that her new form carries. She retains her spell-like, supernatural, and extraordinary features gained by being a succubus, and does not gain those types of abilities from her new form.

    Energy Drain (Su): Starting at eighth level, a succubus gains the ability to drain energy from creatures she kisses. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. Once grappling an opponent, a succubus can kiss her opponent by making a Grapple check against her target's Grapple Defense: if she wins the check, she kisses her opponent. A kissed creature must make a Fortitude save (DC 10 + 1/2 succubus HD + Con modifier + 2 Ability Focus; DC 17 for a typical succubus) or take 1d2 Hero Value damage. A succubus who successfully damages an opponent's Hero Value in this way gains a +1 bonus to her Hero Value for 24 hours, to a maximum of double her normal Hero Value.
    Last edited by Fax Celestis; 2010-11-25 at 02:36 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    aaron_the_cow's Avatar

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    Default Re: [d20r, Monster, Racial Progression] The Succubus

    Sorry if you've already stated this, but what exactly is your Hero Value?

  3. - Top - End - #3
    Colossus in the Playground
     
    Flickerdart's Avatar

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    Default Re: [d20r, Monster, Racial Progression] The Succubus

    Hero Value is 1/2 your HD, and applies to AC and skills. There were some feats posted before which let it do other stuff and increase it, too.
    Quote Originally Posted by Inevitability View Post
    Greater
    \ˈgrā-tər \
    comparative adjective
    1. Describing basically the exact same monster but with twice the RHD.
    Quote Originally Posted by Artanis View Post
    I'm going to be honest, "the Welsh became a Great Power and conquered Germany" is almost exactly the opposite of the explanation I was expecting

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