- Armor Class
- 15 (natural armor)
- Hit Points
- 66 (12d8+12)
- Speed
- 30 ft., fly 60 ft.
- Challenge
- 4 (1,100 XP)
- Proficiency bonus
- +2
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 8 (-1) | 17 (+3) | 13 (+1) | 15 (+2) | 12 (+1) | 20 (+5) |
- Skills
- Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
- Damage resistances
- cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical attacks
- Senses
- darkvision 60 ft., passive Perception 15
- Languages
- Abyssal, Common, Infernal, telepathy 60 ft.
Traits
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions
Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
A succubus/incubus is worth 1,100 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many succubi/incubi fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
Against the 14 other challenge 4 monsters in the SRD 5.1, the succubus/incubus has more hit points than 1 of them, which makes it one of the frailest at its CR. See every CR 4 monster.
2024 stat block: Succubus
The 2024 Monster Manual revised the succubus/incubus, and the SRD 5.2 carries the new stat block. What changed:
- It’s called the Succubus in the 2024 rules.
- Hit points: 66 → 71.
- New in its stat block: Incubus Form, Multiattack, Fiendish Touch and Shape-Shift.
- Gone from it: Telepathic Bond, Shapechanger, Claw and Etherealness.
- Armor Class
- 15
- Hit Points
- 71 (13d8 + 13)
- Speed
- 30 ft., fly 60 ft.
- Challenge
- 4 (1,100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 8 (-1) | 17 (+3) | 13 (+1) | 15 (+2) | 12 (+1) | 20 (+5) |
- Damage resistances
- cold, fire, poison, psychic
- Senses
- darkvision 60 ft., passive Perception 15
- Languages
- Abyssal, Common, Infernal; telepathy 60 ft.
Traits
Incubus Form. When the succubus finishes a Long Rest, it can shape-shift into an Incubus, using that stat block instead of this one.
Actions
Multiattack. The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss.
Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Psychic damage.
Charm. The succubus casts Dominate Person (level 8 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15).
Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damage. Success: Half damage. Failure or Success: The target’s Hit Point maximum decreases by an amount equal to the damage taken.
Bonus actions
Shape-Shift. The succubus shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics are the same in each form, except its Fly Speed is available only in its true form. Any equipment it is wearing or carrying isn’t transformed.
2024 stat block: Incubus
The 2024 Monster Manual revised the succubus/incubus, and the SRD 5.2 carries the new stat block. What changed:
- It’s called the Incubus in the 2024 rules.
- New in its stat block: Succubus Form, Multiattack, Restless Touch, Spellcasting and Nightmare.
- Gone from it: Telepathic Bond, Shapechanger, Claw, Charm, Draining Kiss and Etherealness.
- Armor Class
- 15
- Hit Points
- 66 (12d8 + 12)
- Speed
- 30 ft., fly 60 ft.
- Challenge
- 4 (1,100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 8 (-1) | 17 (+3) | 13 (+1) | 15 (+2) | 12 (+1) | 20 (+5) |
- Damage resistances
- cold, fire, poison, psychic
- Senses
- darkvision 60 ft., passive Perception 15
- Languages
- Abyssal, Common, Infernal; telepathy 60 ft.
Traits
Succubus Form. When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is wearing or carrying isn’t transformed.
Actions
Multiattack. The incubus makes two Restless Touch attacks.
Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 + 5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests.
Spellcasting. The incubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Disguise Self, Etherealness
1/Day Each: Dream, Hypnotic Pattern
Bonus actions
Nightmare (Recharge 6). Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it. Otherwise, the target takes 18 (4d8) Psychic damage.