Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience — for less than the cost of a fancy coffee. Subscribe now.

Recent History
Emerging from the portal, these Daemons take great delight in spreading pleasure throughout their victims. They are particularly fond of the Rockfolks, due to their immortality and durability. 
 
General Description
The true form of a Succubus is alluring and humanoid in appearance, with a seductive and voluptuous form similar to that of a particularly shapely female Elf; it also has red skin and dark wine-coloured hair, bat-like wings, a long tail ending and digitigrade cloven hooves for feet similar to those of a Minotaur, though attached to far more shapely legs. They also have a pair of long spiral horns growing from their hairline and extending upwards to curve slightly backwards. 
 
Abilities
One of the sapient Daemons, Succubi are an entirely female race who feed off the psychic energy of those they encounter. They are experts at manipulation due to their immense natural charisma and sexual appeal, and combined with their innate shapeshifting ability make excellent spies; however, the majority of Succubi are also fiercely independent. They also have heightened (but by no means limitless) physical stamina (which they mainly use for sex) and the ability to fly via their large, batlike wings.

Looks are Deceiving
While Succubi are Daemons, they, like Devils, are not truly evil or, much of the time, even violent. The majority of Succubi living in the Materium are peaceful, and integrate themselves into local societies relatively well. However, also like Devils, they are heavily prejudiced against because of their appearance and Daemonic nature. They are totally capable of feeling emotions like affection, love and attachment, despite the stereotype of being nymphomaniacs who only care about sexual gratification, and they do have souls, like all living creatures. 

Character Creation Stat Block

+3 Cha, -1 Str, -2 Con

Default Languages: Infernal, Common, main language of region

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.

Wings: You have a flight speed of 30ft. Your wingspan means that you can’t take off unless you have 15ft of empty space around you. When you take damage while flying, make a Constitution save with a DC equal to 10 or half the damage taken, whichever is higher. If you fail the saving throw, you fall to the ground. For levels 1-4, you can only glide instead of fly.

Daemonic Biology: You are Resistant to Fire damage, but Vulnerable to Radiant damage. You also get a Saving Throw against being Frightened and are immune to being Charmed by magical means.

Physical Perfection: Per long rest, you can use this ability up to your Proficiency modifier number of times. For any saving throw including death saves, you can use your Charisma modifier instead of the intended stat for the save. 

Unencumbered: You cannot wear Medium or Heavy armour. 

Seductive: You have proficiency in Persuasion or Deception, and when using these skills to seduce someone you can double your Proficiency bonus at the DM's discretion.

Under the Lash: You have proficiency with whips.

Devilish Disguise: At Lv.3, you gain 1 restricted spell slot and the spell Disguise Self. Unless the race is unisex you exclusively turn into a female of the race you choose. A creature can recognize your disguise by making a successful Wisdom (Insight) check.

Silver Tongue: If you spend one minute talking to someone who can understand what you say, you can make a Persuasion check contested by the creature's Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is Charmed by you as long as it remains within 60 feet of you and for 5 minutes thereafter. If the target suffers any harm or receives a suicidal command, the effect ends. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to your Charm for the next twenty-four hours. You can have only one target Charmed at a time. If you charm another, the effect on the previous target ends.