Concubus

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Fiends that hold no allegiance to any of the domains of Inferno, but only to themselves, Concubi seduce humanoids into their service. By altering their appearance and charming, flattering, flirting, reasoning with, and/or intimidating their marks, a Concubus uses humanoids like pawns to further a dark agenda that will give the Concubus ever greater wealth and influence.

Concubus

Monster Level: 8
Medium. Humanoid Fiend (Occult)
STR DEX END AWR INT CHA
0 3 2 0 3 5
Ref: 13 Fort: 12 Ant: 10 Log: 13 Will: 15
Resist Arcane 4, Divine 4, Occult 2
Armor Rating 13 Immune Psychic
Hit Points 69 Vulnerable Primal 1, Psionic 1
Speed 30ft, Fly 30ft DR 5/Silvered or Magical Weapons
Skills (CHA) Deceiving +8, Persuading +8 Senses Darkvision 30ft
Traits Unerring Mind
Features
Shroud (2/Recoup). The Concubus can become invisible for up to 10 minutes. Its invisibility ends early if it makes any attack against another creature.

Fatal Attraction. By studying a creature for 30 seconds, the Concubus can determine approximately what that creature finds attractive in a potential partner (appearance, mannerisms, shared interests, and the like).

Actions

The Concubus can MOVE and take TWO of the following actions, or take the same action twice.

Move. The Concubus can move up to its speed.

Claw/Bite. Reach 5ft Natural Weapon. +3 vs AR. Hit: 7 (1d8+3) sharp.

Engage. Reach 5ft Natural Weapon. +5 vs WILL. Hit: The creature is Engaged by the Concubus until the start of the Concubus’s next turn.

OR the Concubus can take ONE of the following actions...

Move. The Concubus can move up to its speed.

Claw/Bite. The Concubus uses its Claw/Bite attack.

Engage. The Concubus can use its Engage ability.

...AND take ONE of the following actions.

Allure. Ranged (90ft) Natural Weapon. +5 vs WILL. Hit: The creature cannot willingly move away from the Concubus. On its next turn, it must spend at least 1 AP moving closer.

Enrapture. Reach 5ft Natural Weapon. +5 vs WILL. Hit: The creature is Enthralled by the Concubus for 10 minutes. Each time it takes damage, it can make a DC 15 CHA check. If successful, it ends the effects early. Once a creature has been Enthralled in this way and is not anymore, it is immune to being Enthralled by any Concubus for the next 24 hours.

Features

Shroud (2/Recoup). The Concubus can become invisible for up to 10 minutes. Its invisibility ends early if it makes any attack against another creature.

Fatal Attraction. By studying a creature for 30 seconds, the Concubus can determine approximately what that creature finds attractive in a potential partner (appearance, mannerisms, shared interests, and the like).

Actions

The Concubus can MOVE and take TWO of the following actions, or take the same action twice.

Move. The Concubus can move up to its speed.

Claw/Bite. Reach 5ft Natural Weapon. +3 vs AR. Hit: 7 (1d8+3) sharp.

Engage. Reach 5ft Natural Weapon. +5 vs WILL. Hit: The creature is Engaged by the Concubus until the start of the Concubus’s next turn.

OR the Concubus can take ONE of the following actions...

Move. The Concubus can move up to its speed.

Claw/Bite. The Concubus uses its Claw/Bite attack.

Engage. The Concubus can use its Engage ability.

...AND take ONE of the following actions.

Allure. Ranged (90ft) Natural Weapon. +5 vs WILL. Hit: The creature cannot willingly move away from the Concubus. On its next turn, it must spend at least 1 AP moving closer.

Enrapture. Reach 5ft Natural Weapon. +5 vs WILL. Hit: The creature is Enthralled by the Concubus for 10 minutes. Each time it takes damage, it can make a DC 15 CHA check. If successful, it ends the effects early. Once a creature has been Enthralled in this way and is not anymore, it is immune to being Enthralled by any Concubus for the next 24 hours.