Succubus Decoy (3.5e Creature)

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Size/Type: Medium Outsider (Chaotic, Demon, Extraplanar, Evil, Succubus)
Hit Dice: 6d8 (27 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +6/+6
Attack: Claw +6 melee (1d6+0)
Full Attack: 2 claws +6 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues
Saves: Fort +5, Ref +6, Will +8
Abilities: Str 10, Dex 13, Con 10, Int 16, Wis 17, Cha 29
Skills: Bluff +20, Concentration +9, Diplomacy +13, Disguise +18* (+20 acting), Escape Artist +10, Hide +10, Intimidate +20, Knowledge (any one) +12, Listen +20, Move Silently +10, Search +12, Spot +20, Survival +3 (+5 following tracks), Use Rope +1 (+3 with bindings)
Feats: Dodge, Hostile Mind, Persuasive
Environment: A chaotic evil-aligned plane
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7–12 HD (Medium)
Level Adjustment: +6

A succubus decoy is 6 feet tall in its natural form and weighs about 125 pounds.

These creatures are a special group of succubi whose purpose is to improve public relations for the Abyss. She approaches a good mortal (or even a celestial, sometimes), and initially acts like a regular succubus, trying to convince him to put ranks in Knowledge (Carnal/Fiend). When this fails (by design), the demon "confesses" that she has fallen so deeply in love with the mortal or celestial that she will do anything to be with him - even become good.

And she keeps her word! She settles down and marries her target, doesn't cheat, steal, kill or bribe (except to maintain her lie), gives to charity, and even helps her chosen to become a better man himself, if necessary. It's a daily uphill battle for her, but what can she say? It's not surprising that the bear dances well, so much as that he dances at all. The husband supports his otherworldly wife in her struggle for redemption, and loves her more for trying than if she were good by nature.

And what's the point of all this? Two words: public relations. If a succubus can be redeemed, maybe they're not really that bad, huh? As knowledge spreads that a succubus can be redeemed by true love, regular fiends have an easier time pretending to have benign motives when speaking to good and neutral creatures.


Good and neutral creatures who are in the presence of a "redeemed succubus", plus someone else willing to corroborate her claims, receive the following penalties to their Sense Motive and Diplomacy checks:
-10 when speaking to a succubus decoy;
-5 when speaking to a regular succubus;
-2 when speaking to another species of demon;
-1 when speaking to another kind of fiend, half-fiend, or tiefling.

These penalties remain for one month following the meeting. Penalties from additional meetings do not stack. The penalties double if you marry the demon.

The penalties are completely negated if:
1) A Knowledge (The Planes) check (DC 25) reveals the existence of the succubus decoys. (You make these checks whenever you start speaking to a fiend.)
2) The succubus decoy failed a Bluff check by 20 or more against your Sense Motive while discussing her alignment.


Since succubus decoys are actually succubi, they mostly fight like succubi. They're somewhat less martial than their sisters, but really good wordsmiths and actresses.

Succubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another. Succubus decoys use their change shape ability to assume humanoid guise, and can maintain this deception indefinitely. Unlike regular succubi, the decoys do not try to level-drain every hero they encounter. Rather, they remain at their best behavior for years.

A succubus’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

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 bestows one negative level. 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 DC 21 Will save to negate the effect of the suggestion. The DC is 21 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Spell-Like Abilities: At will—charm monster (DC 22), detect good, detect thoughts (DC 20), ethereal jaunt (self plus 50 pounds of objects only), suggestion (DC 21), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell. However, succubus decoys are denied this power while on the job.

Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals.

Change Shape (Su): A succubus can assume the form of any Small or Medium humanoid.

Undetectable Alignment (Su): A succubus decoy has a permanent version of this effect.

Geas/Quest (Sp): Caster level 12th. The succubus decoy can cast this on herself up to twice daily to keep herself from Slaughtering The Unworthy. If this spell is broken, she starts acting like any other succubus.

Skills: Succubi have a +8 racial bonus on Listen and Spot checks.

*While using her change shape ability, a succubus gains a +10 circumstance bonus on Disguise checks.


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