KING
Succubus/Incubus

Succubus/Incubus

Fiend · Crown of Lust

T2d6Minor

Shape-shifting seducers, succubi drain life with kisses, dreams of desire.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 12  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1212 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind18--
Sense20--
Heart20--
Cunning20--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Shapechanger

Can take the form of any humanoid it has seen. The disguise ends if it takes damage.

Passive

Fiendish Resilience

Resistant to cold, fire, lightning, poison, and non-magical physical damage.

Maneuvers

Maneuver

Charm

One creature within 30 ft that can see it makes a Heart save (DC 13) or is charmed, obeying gentle suggestions until it takes damage or a day passes.

Maneuver

Draining Kiss

Kisses a willing or charmed creature within 5 ft. The target makes a Body save (DC 13): on a failure it takes 2 damage and is weakened until it rests, drained by the kiss, on a success it takes 1 Vigor damage.

Tactics

GM tactics

Corrupts mortals through seduction. Drains victims over multiple encounters. Works slowly to avoid suspicion.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.