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OSR: Succubusses, Incubi and the Lilim

  • seeroftheabyss
  • 14 minutes ago
  • 22 min read

This post includes suggestive art and discussions of seduction and perversion- be warned if you are sensitive to such things.

Rita Hayworth in Gilda, photo by Charles Vidor
Rita Hayworth in Gilda, photo by Charles Vidor

Succubus


Number Appearing: 1 or 1d3

Alignment: Any Evil

Languages: All languages

Treasure: Expensive gifts, finery, equipment needed to complete it's scheme


HD 3

AR 1d3

Atk Weapon (1d6+1)

Mor 11

Saves 10 or less


Shapeshifting: A Succubus can take on any Small or Medium humanoid form, either one she has seen or can imagine. She can also alter her body in smaller ways, giving herself claws, horns, wings, a tail, gills or other changes. Other than such changes, her stats remain the same regardless of her form. For example, she can fly if she gives herself wings, her unarmed strikes do 1d6 sharp damage if she has claws, etc.


Addictive Fluids: A Succubus' fluids, from saliva to blood and everything else, have an addictive quality to them. If exposed, creatures experience a euphoric effect that forces them to save. On a failed save, it gives them -1d4 to Atk rolls and all d20 checks that require focus or concentration for 1 hour. On a successful save, this penalty is reduced to -1. Exposure also causes a creature to take 1d6 COG damage. If reduced to 0 COG, a creature will fall into a catatonic state and will lay there, his mind lost in a haze of euphoria. This trance lasts for 1d4 hours- after which COG damage returns at a rate of 1 point per hour. Repeated exposure to these fluids will also result in addiction.


Innate Magic: A Succubus has 5 MD and the ability to innately cast spells. She does not trigger Chaos or Corruption with her spells, but her MD do burn out on a roll of "5" or "6". She knows the spells Arousal, Charm Person, Dimension Door, Invisibility, Magic Missile and Soul Suck.


The Fire of Lust: If a creature has willingly sinned because of a Succubus' enticements, she has pierced his spiritual armor. For each sin a creature has done on behalf of a Succubus, that creature receives a -2 penalty to any Saving Throw made against the Succubus' abilities or spells.


Tactics:

- Use deception and empathy to convince your enemies you are an ally

- Avoid violence if possible, fight only when absolutely necessary

- Flee if faced with danger


Succubusses are Spirits of Lust that specialize in preying on male desire. They usually take the forms of beautiful women and enter society in disguise. They will infiltrate organizations or communities while pretending to be normal, carefully selecting their victims.


A Succubus will take any victim she can- she needs desire like an alcoholic needs wine, but she will prefer to select a male who is sufficiently strong, important or virtuous. Succubusses do not merely feed for survival, but they do so to advance a scheme, either her own or that of her master.


Succubusses are driven by the endless desire to feed, but also to manipulate, corrupt and enslave. They constantly seek to accumulate more power through the acquisition of souls, which they gain from willing victims. Succubusses try to tempt their victims into acts of evil for once a mortal has sinned, they may attempt to lay claim to his soul. They may do this through sensuality and desire, but Succubusses are clever.


If they suspect a creature is resistant to their charms, they will resort to other means. They will flatter, praise or manipulate. They will fabricate evidence or concoct elaborate, unfalsifiable narratives that confirm your biases. Killing that rival Adventuring party would be evil, until the Succubus delivers you "proof" that they are secret Demon-worshipers.


Besides gathering Souls, Succubusses will sometimes seek other forms of power. They understand the usefulness of soft power, influence or secrets. They also seek these, to aid them in the corruption and manipulation of their chosen targets.


Succubusses often work alone, but just as often, they work with other evil beings, especially Demons. As Succubusses are known for their intelligence, rationality and limited power, many evil creatures are willing to work with them. A Succubus can be trusted more easily, as they aren't the type to randomly betray you because you offended their honor or on a malicious whim. A Succubus can find herself working as a spy, negotiator or advisor for an evil creature as easily as a courtesan or concubine.

To customize a Succubus, roll on the tables below:


What is her specialty?


1d4

1- Spycraft. This Succubus is skilled at infiltration, lock-picking and breaking ciphers. She seeks out secrets to aid her schemes, whether to blackmail or further manipulate her targets.

2- Manipulation. This Succubus is good at the social status games of mortals and often inserts herself into organizations or groups and uses her silver tongue to ensure everyone likes her and everyone trusts her. Once she has established this, she will enact her schemes.

3- Seduction. This Succubus is best at convincing the great and good to abandon their goals and serve her instead. She will be very sensual and beautiful, but she also knows how to shape her approach to appeal to her specific target. To one man she will be the reckless and fun-loving girl, while to another she will be a gentle voice that soothes his pain and eases his burdens.

4- Commerce. This Succubus chooses to corrupt her targets through the love of money. She is good at buying and spending, interweaving herself into the business relationships of merchant-princes, guildmasters and kings, using coin as a chance to get close to them. She will also deal in darker goods, forbidden magics and other evil things, catering either to evil creatures and using her secret wares as a further temptation.


What is her rank/position?


1d4

1- Independent. This Succubus is on her own. She shoulders all the risks, but reaps all the benefits. She has 1d6 retainers.

2- Sorority Sister. This Succubus is working with a small group of other Succubusses. They do not trust each other, but rely on common self-interest to hold their alliance together. Each has 1d3 retainers.

3- Slave. This Succubus is a slave to a more powerful being, usually through diabolic pact. This patron may be a mortal, another Outsider or anything else. She works to forward her master's agenda, but how proactive or clever she is depends on how she feels about her master. If she likes him, she will put all of her intellect and talents towards the forwarding of her master's scheme. Should she dislike him, she will deliberately make mistakes and expose her master's plan in ways that cannot be proven to be deliberate, so she can leverage such failures as a chance to renegotiate or escape her master. She has 1d4 retainers.

4- Pampered Pet. This Succubus is the prized concubine or mistress of a powerful Evil being. She is given whatever she wants and acts as his right-hand woman, chief advisor or some other influential role. Were she to be killed or harmed, her "Lover" would certainly take revenge. She has 1d3 retainers of her own, but can also command some of her Lover's retainers.


What other Dark Powers does she wield?


1d8

1- Hypnotic Stare. The Succubus can entrance those who look into her eyes. As an action on her turn, the Succubus can look at a creature. That creature must save. On a failed save, the creature is hypnotized by the Succubus and will enter a trance. While in a trance, the creature will not take actions unless the Succubus orders him to. The creature will not take action that violates his moral code. This hypnosis lasts until the Succubus looks away (by moving) or using any of her other abilities.

2- Paralyzing Venom. The Succubus can spit (15' line), inject (touch) or spray (15' cone) paralyzing venom. Any creature affected takes 3d6 DEX damage, save for half. If reduced to 0 DEX, the creature is paralyzed for 10 minutes. The Succubus can use her venom every 1d4 rounds.

3- Time Stop. 1/Day, the Succubus can stop time within a 30' diameter sphere around herself. This Time Stop lasts for 1d4 rounds (roll each time). The Succubus can move freely within Stopped Time, even if she didn't stop Time.

4- Slave Brands. 1/Day, the Succubus can touch a creature and force it to save. On a failed save, the creature has a Slave Brand placed upon it. A Succubus can cause a creature marked with a Slave Brand to take 1d6 non-lethal psychic damage each round as a free action. This is experienced as excruciating pain.

5- Cloning. The Succubus can, as an action, create any number of clones. She can divide her HP as she wishes among the clones, but each clone must have at least 1 HP. All Clones have all of her abilities, but draw off the same reserve of mana as her. She can also destroy her clones as a free action on her turn, regaining any HP she gave them.

6- Mana Drain. By touching a creature, a Succubus can force that creature to save. On a failed save, the creature loses 1d3 MD. If it doesn't have any MD, it loses 1d6 FS instead. The Succubus gains an equivalent amount of MD that she drains (3 FS = 1 MD). If the creature passes his save, he takes 1d4 psychic damage.

7- Read Thoughts. As an action, a Succubus can attempt to read the surface thoughts of one creature within 50'. That creature must save- on a failed save, the Succubus can see his surface thoughts, ie the most prominent thought in the creature's mind at the moment. This also gives the Succubus advantage on any Defense rolls and saving throws against that creature's enemies. On a successful save, the creature manages to shield it's mind from the Succubus.

8- Dream-Walking. As an action, a Succubus can leave it's vessel behind and wander through the Dreaming. She can enter the dreams of any sleeping creature within 10 miles of her vessel- however her vessel is vulnerable during this time. If it is destroyed, she will be banished back to the Spirit World.


What are her retainers?


1d10

1- Warrior. A powerful warrior, skilled in violence.

2- Criminal. A criminal who works outside the law. Specializes in 1d6 [1= Stealthy Burglary; 2= Forgery; 3= Armed Robbery; 4= Counterfeiting; 5= Assassination; 6= Providing services for other criminals, such as being an underground doctor, banker, etc.]

3- Merchant. A wealthy merchant with access to large amounts of money and resources.

4- Noble. A powerful 1d4 [1= Judge; 2= Military Commander; 3= Court Official such as the Treasurer; 4= Advisor.]

5- Wizard. A sorcerer of great skill. May have sold his soul to her for knowledge or magical power instead of carnal delights.

6- Priest. A compromised holy man.

7- Vampire. This is a 1d4 [1= Newborn; 2= Fledgling; 3= Mature; 4= Elder] Vampire.

8- Shapeshifter. A monster that has the ability to look human, but actually isn't.

9- Demon. Another Outsider, who serves her 1d4 [1= Because it is bound to her; 2= Contractual obligations demand it repay her; 3= Because their interests align; 4= Because it is personally amused/cares for the Succubus.]

10- Undead. This Undead is 1d3 [1= Bound to her via Magic; 2= They share mutual goals; 3= The Undead believes the Succubus' plan will eventually result in large amounts of violence, it hopes to participate and hopefully be destroyed in the process.]

Succubus Magic:


Arousal

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R: 50' T: [sum] creatures D: [dice] minutes


The targets become intensely sexually attracted to each other, no matter their normal behaviour, preferences, or even species. They will immediately commence sexual activities, and will ignore all non-threatening creatures and events for the duration of the spell.


If only a single creature is affected, they will masturbate.


Note that while this spell makes people horny and without inhibitions, it does not prevent them to react to their situation, especially when threatened. You better cast this spell before combat and sneak past the resulting orgy.


The above spell comes from here.


Charm Person

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R: 50' T: creature D: [dice] hour(s)


One creature disregards the spell you just cast on them and treats you like a good friend. If you invest four or more dice into the spell, it has a permanent duration.


Dimension Door

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R: touch T: [dice] creatures D: one action


Up to [dice] creatures you touch, counting yourself as one of the creatures, can teleport up to 10*[dice]'.


Invisibility

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R: 30' T: creature D: [dice] minutes


Target creature becomes invisible for [dice] minutes. If the creature makes an attack or takes another action that requires strenuous effort, the invisibility ends. If cast with 4 or more [dice], this invisibility lasts for the duration, no matter what actions the creature takes.


Magic Missile

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R: 200' T: creature D: one action


Target takes [sum] + [dice] damage, no Save.


Soul Suck

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R: 10' T: creature D: one action


One creature within range must save. If the creature has more HD than [dice], it may add the difference to its save. If it has 3x or more HD than [dice], it is immune to this spell, automatically passing its save. On a failed save, the creature has its soul sucked out of its mouth.


You may release a soul captured this way, which will summon a Psychopomp to come and escort the soul to the afterlife. You can also store the soul in some sort of prepared container, such as a gemstone, mirror or piece of warded glass. Alternatively, you may eat the soul. If you do, make a saving throw. If the Soul has more HD than you have class levels, give yourself a penalty equal to the difference. If the Soul has 3x or more HD than you have class levels, you automatically fail your saving throw.


On a successful save, you regain 1d6*HD HP, up to your maximum. Any HD than aren't used to heal you instead replenish an equivalent number of spellcasting dice.


On a failed save, your body is possessed by the Soul you just tore out of its body.

fanart for the game Lonely Silver Rose, artist unknown
fanart for the game Lonely Silver Rose, artist unknown

Succubus Variants:


War-Whores: These are Succubusses who love to fight and train in martial arts or with weapons. Unlike their more refined sisters, they won't flee when it comes time to fight, they will pick up a blade and try to kill you. Also, they call themselves 'Steel-Sisters', though most don't mind their more common name. Succubusses who fall into this camp usually have a more tomboyish aesthetic as well.


Sorcerer Succubusses: These Succubusses study magic extensively and have powerful spell-casting abilities, beyond others of their race. They are formidable spellcasters who are easily exceed the power and skill of most mortal mages.


Harem Queens: These are Succubusses who rule their own domains, either in Hell or in the Astral Sea. They command armies of servants and worshipers, who endlessly cater to her debaucherous desires.


Succubus Plot Hooks:


1d6

1- The Prince keeps turning down potential brides to the despair of his parents. They have recently found out he has a mistress they were unaware of- go and convince her to break it off with him. Secretly, the mistress is a Succubus and she is trying to convince the Prince to do something despicable. If the party comes to her, she will give them a sob story about how the King is secretly evil.

2- An important Noble hires the party on a sensitive issue- a woman has acquired black-mail materials on him. If the information were to get out, he would be ruined. Please retrieve it for him, discreetly. The black-mailer is either the Succubus in disguise or one of her retainers.

3- As above, except the Noble is in league with the Succubus and the black-mail material is actually sensitive information relating to someone else. He is attempting to trick them.

4- A Succubus inserts one of her retainers into a City, then uses her other retainers to create chaos, in the form of rampant crime and rioting. She then plans to use her retainer to bring an end to the crisis and assure his fame. The party will be a wrench in her plans, especially if they get involved and end up stealing the credit.

5- A Succubus in disguise comes to the party and tries to convince them that some of the City's ardent defenders are actually secretly evil- she will present fake evidence and encourage the party to do their own investigation. This is all part of her plan to create a distraction so her real scheme will slip by unnoticed.

6- A Succubus bonded to an Evil Monster Lord is part of the group that is responsible for ensuring he can successfully conquer a City. She will create problems using her magic and retainers, weakening the city's defenses for the arrival of her Master.

Incubi:


What are Incubi?


The debate over what the nature of the Incubus was began with a debate over the Prophetess' sex-life. As the spouse of Zulin, Prince of Heaven, it was believed that she and her divine husband had relations. However, some objected, claiming that Blessed Hesaya, May She Live Again, and Divine Zulin, Exalted be He, were too holy to engage in such base activities.


This came from the small, but loud minority of the Church that has always been dubious of human sexuality. After all, did the Church not forbid non-procreative sex? And yet, Zulin and Hesaya had never produced any children. Since this never happened, these priests concluded that no copulation took place between the Prophetess and the Prince of Heaven.


This debate caused much distress to the faithful as parts of the Church became more and more harsh with their restrictions on what was permitted in the bed-chambers of believers. Eventually, this debate was brought to an end when the Prophetess herself caught wind of it and delivered the Prophecy of the Celestial Son. One day, she declared, she would bear Zulin's Son. This would trigger the Final Battle and in the Last Days, the Son of Zulin would grow to manhood and conquer the Evil One forever.

She claimed that the reason for the lack of the children was to ensure this prophecy would be fulfilled. However, she assured all the no-doubt scandalized priest(ess)es around her that she and Zulin did frequently join together.


In fact, the Prophetess said that her desire for her husband was so great that the Evil One had created an Outsider specifically to try and tempt her. These she referred to as the Incubus.

Incubus


Number Appearing: 1

Alignment: Any Evil

Languages: All languages

Treasure: Fine clothing, elegant weapons, quality wines, rich foods, art pieces, narcotics


HD 3

AR 1d3+1

Atk Weapon x2 (1d6+2) or Bestial Form (see below)

Mor 15

Saves (7+HD) or less


Shapeshifting: An Incubus can take on any Small or Medium humanoid form, either one he has seen or can imagine. He can also alter his body in smaller ways, giving himself claws, horns, wings, a tail, gills or other changes. He can also use this ability to transform into his Bestial Form (see below).


Innate Spellcaster: An Incubus has 3 MD and the ability to innately cast spells. He does not trigger Chaos or Corruption with his spells, but his MD do burn out on a roll of "5" or "6". He knows the spells Bloody Feast, Charm Person, Darkness, Dimension Door, Dream, Fog Cloud, Invisibility, Spell Deflection and Soul Suck.


Bestial Form: All Incubi have a second, more monstrous form. As an action, they can transform into his second form. When in this form, the Incubus gains +1d4 HD, +1 AR, and makes two 1d8+2 Attacks with his natural weapons, which vary depending on his form. He also gains 1d4 Devil Beast Powers (see below). If slain in his Bestial Form, he transforms back into his normal Incubus form. Note that he can still cast spells in his Bestial form, though he will often choose not to.


Dominating Presence: Whenever an Incubus reduces a creature to below 50% HP, the Incubus can attempt to force that creature to submit to him. That creature must make a COG check opposing the Incubus'. The Incubus rolls 1d20+3. If the creature wins, the creature is immune to this ability for 1 Day. If the Incubus wins, the creature is Charmed to the Incubus for 1 Week. The Succubus may use this ability again before the week is up to extend the duration- Charmed creatures automatically fail their checks against the Incubus, unless that creature has been given a reason to want to resist the Incubus such as poor treatment, excessive violence or significant loss because of the Incubus.


Tactics:

- Pretend to be friendly and helpful

- Target the enemy's weaknesses

- If forced to fight, assume your Bestial Form


Incubi are like their more feminine sisters in that they desire power and control and feed upon mortals, but they do it in a very different way. While Succubusses always work towards some sort of greater goal, an Incubus might have no greater goal beyond the satiation of his desires. An Succubus will always seduce you as a part of a goal, even if it is only to claim your soul. An Incubus might seduce you because he finds you attractive and wishes to control you.


All Incubus struggle with overflowing desires to harm and dominate others. To keep their impulses under control, Incubi often lead double lives. In one they will pretend to be an important mortal and go about their work of seduction, manipulation and black-mail. Then, when the urge to kill and defile grows too much, they will retreat to a different area unconnected to their scheme and assume their bestial shape.


Taking the form of a corrupted beast, they will go a rampage, hunting, killing, destroying or raping as they desire. Thus satisfied, they will don their civilized garb once more and return to their previous machinations. The silver-tongued councilor trying to convince the King to go to war and the monstrous snake-creature devouring children in the slums might actually be the same person.


To further feed their impulses and ego, Incubi often form cults around themselves. Sometimes these cults will direct worship towards some diabolic force, either a Demon Lord or powerful Evil Outsider, but just as often they will be cults-of-personality around the Incubus himself. Some Incubi even demand worship from their followers.


Regardless, these cultists will convinced to follow the Incubus through a mix of magic, charisma and manipulation. The cult's purpose will vary, sometimes they are there to help the Incubus with their manipulations and scheming, while other times they act as a living larder.

To customize an Incubus, roll on the tables below:


What impulse does he struggle to control?


1d4

1- Pleasure. The Incubus desires sensual pleasure above all.

2- Power. The Incubus desires power over others.

3- Vainglory. The Incubus is obsessed with the idea of others praising and adoring him.

4- Hunger. The Incubus has an irrepressible desire for the flesh of men or something else forbidden.


What is the primary purpose of his cult?


1d3

1- Accomplices. The Cult serves to aid him in his schemes and act as disposable pawns.

2- Harem/Larder. The Cult helps the Incubus indulge his desires, he uses them as he sees fit.

3- Concealment. The Cult helps the Incubus cover up his evil deeds. If exposed, the Incubus might pin all of his crimes on them.


What is his Bestial Form?


1d10

1- Wolf

2- Tiger

3- Lizard

4- Snake

5- Shark

6- Boar

7- Bear

8- Horse

9- Ape

10- Bat (Giant).


But it has...


1d12

1- Scales instead of fur (or vice versa).

2- Second Head.

3- Horns.

4- Too many eyes, 1d6 extra.

5- Extra Mouths, 1d3.

6- Extra Limbs, 1d4.

7- Wings, if it already has wings, add two more.

8- Disturbing eyes. It's eyes are 1d4 [1= Pure black; 2= Missing; 3= Made of metal; 4= Glowing.]

9- Transparent Flesh. It's innards seem to be full of 1d4 [1= Worms; 2= Black goo; 3= Organs, but they don't seem to belong to the creature it is; 4= Screaming, drowning victims (a cruel trick, cutting them open won't save anyone.]

10- Weird ass tail. It's tail is 1d4 [1= Tipped in a living snake head; 2= Has a big stinger; 3= Tipped in a huge, bony mace; 4= Thick, muscular and covered in scales.]

11- Sharp spines/spikes on body.

12- Tentacles, 1d8 coming out of random parts of the body.


What Devil Beast Powers does he have?


1d10

1- Venom, which it 1dX [1= Injects through bite/stinger; 2= Spits from it's mouth; 3= Spews out a glob which creates a toxic cloud.]

2- Acid Spew. It can spray a 15' cone of acid that does 2d6 damage, save for half. On a failed save, it dissolves armor, clothing and weapons, losing 1 item per turn. This recharges after 1d4 rounds.

3- Weaponized echolocation. It uses sound to move through the environment. Creatures with good hearing, such as Dogs and Elves, will hear these sounds. It can also blast a high-pressure wave of sound that does 2d6 thunder damage, save for half. Creatures who fail their save are also deafened for 1 hour.

4- Electrified Skin. Anyone who touches it takes +1d4 lightning damage. It can also do +1d6 lightning damage on a hit. It can also fire a 3d6 lightning bolt at one creature, save for half, but then it cannot use it's electrified skin for 1 hour.

5- Fear Aura. Creatures who face it must save vs Fear. Those who fail their save take 1d6 COG damage per round until they hit 0 COG or get away from the Incubus. Those who hit 0 COG are acceptable targets for the 'Dominating Presence' ability.

6- Shadow Walk. It can teleport up to 100' as an action. After using this, it must wait 1d4 rounds before it can be used again.

7- Cloak of Darkness. It can generate a cloud of darkness around itself that extends up to 30' in all directions- this snuffs out all non-magical lights. The cloud of darkness lasts for 1 hour if in an already dark place, 10 minutes if under star or moonlight, or 1 minute under direct sunlight.

8- Explosive Pellet. 1/Day, it can fire a hardened projectile of bones and other indigestible gristle. Upon impact with a creature or object, the pellet explodes into a shower of razor-sharp fragments, this does 2d6 sharp damage, save for half. Creatures that fail their save suffer from Bleed and take 1d4 damage per round until they bandage their wound or receive magical healing.

9- Tar Spit. It can vomit up a glob of sticky black fluid that targets one creature and anything adjacent to them. Those creatures must save, on a failed save they are hit by the liquid and glued to the floor. They can break free with a DC 16 STR check or by removing their armor/clothing, but then must make sure their bare skin or underclothes do not get stuck on the tar itself. The tar is also flammable.

10- Furious Pheromones. Anyone who approaches it must save, on a failed save, takes 1d6 CHA damage per round. If reduced to 0 CHA, the creature is driven into a homicidal frenzy and must attack on it's turn- if it chooses to do anything else, it takes 1d4 damage as it self-mutilates. However, due to the creature's rage, it randomly determines who it targets each round to attack. Additionally, the creature must make a melee attack, it takes 1d4 damage if it attempts to use a ranged attack. Additionally, spellcasting is impossible due to how the creature's mind is clouded.

Incubus Magic:


Bloody Feast: see here


Charm Person: see above


Darkness

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R: 10*[dice]' T: All the area within range D: [sum] minutes


A cloud of thick darkness forms within range of the spell, emanating out from the caster. This darkness is inky and impenetrable. Dark-piercing sight cannot see through it. All sources of light within the darkness are suppressed and masked until the darkness is dispelled or the source of light leaves it. All light spells within this cloud automatically fail, unless they are cast with more [dice] than the caster of this spell used.


Dimension Door: see above


Fogbank

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R: 100' T: 100' diameter D: [dice] hours


Chill the air around you, creating an impenetrable bank of fog. Lasts for [dice] hours, unless it is sunny, or strong winds are present, in which case it lasts for [sum] minutes.


Invisibility: see above


Spell Deflection

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R: self T: a spell D: one action


This spell can be cast as a reaction. A spell that is targeting you is instead reflected against a random target. If cast with 4 or more [dice], then you can redirect it to a target of choice.


Soul Suck: See above


Incubus Plot Hooks:


1d8

1- An Incubus is plotting to take over a Noble's Domain. He seduces the Noble's daughter, inserts himself into the family and then assassinates the eldest son in a "hunting accident". His plan is to make the daughter the heir, as he has control over her. However, before he can kill the Noble's other son, his wife hires the party to investigate. She thinks something else is to blame.

2- The party hear about a monster terrorizing people in the slums of the City. However, the chief advisor of the Sovereign of the City seems weirdly dismissive about the monster attacks, claiming that is normal for any big city.

3- As above, except the advisor insists that the monster is a magically-created beast, which can only an attempt by an enemy to destabilize the Sovereign's City. He urges for immediate retaliation, despite lack of evidence.

4- The Incubus, disguised as someone important and powerful, hires the party to do something illegal, claiming it all has the blessing of the crown. When the party returns to claim their reward, they will find out they committed a crime and the person they "worked" for has no clue what they are talking about.

5- The Incubus hires a Wizard skilled in magic to craft him a fake version of his bestial form. After killing a few people and making himself known, the Incubus plans to pose as a hero and "slay" the beast, returning with his head.

6- Rumors are swirling that the Baroness has fallen under the spell of a mysterious priest from the countryside, a miracle-worker who is the only one that can provide her husband relief from his constant nightmares. The party are hired to investigate this priest by a rival and get rid of him, by any means necessary. The "mysterious priest" is actually an Incubus in disguise.

7- As above, except the one who hires the party is the Incubus and the priest is entirely genuine, despite his odd mannerisms and seeming lack of qualifications.

8- A young man claims to the authorities that his parents and sisters are part of a secret cult. They dismiss him as crazy so he seeks out the party. He has no evidence, as whatever he had was confiscated and destroyed. He is erratic, but is he wrong? His parents are part of a secret cult, headed up by an Incubus. The authorities either just didn't believe him as his parents are respected and seemingly upstanding people or the officials he talked to were also part of the cult.

from Interspecies Reviewers
from Interspecies Reviewers

Lilim


Number Appearing: 1d6+3

Alignment: Chaotic Evil

Languages: N/A- cannot comprehend languages

Treasure: Valuables left behind from corpses, scattered weapons and trinkets


HD 2

AR 0

Atk Claw (1d6 Psychic) or Life Drain

Mor 13

Saves 9 or less


Immaterial: Lilim are immaterial beings. They take no damage from non-magical weapons, cold, poison or necrotic damage. They can pass through solid objects as if they weren't there. They can fly. Direct sunlight causes them to take 1d6 damage per round. They can be damaged by fire. Magical defenses designed to repel Demons or possessing entities will keep them away and cause them pain.


Invisible Nature: Lilim can become invisible whenever they wish and when they make themselves visible, they can present any image they desire, appearing as a woman, man, monster, animal or anything else. However, they are always visible when attacking.


Dream Demon: Lilim can invade the dreams of sleeping people by entering their minds while they sleep. While inside, they can use their 'Life Drain' ability, however this takes longer while in a dream. In a dream, Life Drain can only take 1d6 CON points per hour.


Life Drain: By touching a creature, a Lilim can force a creature to save. On a failed save, the creature takes 1d6 CON damage. On a successful save, the creature takes 1d8 necrotic damage. Creatures without FS automatically fail their save against this ability. If reduced to 0 CON, the creature dies as the Lilim sucks them dry.


Fear of Faith: Lilim are terrified by the presence of holy symbols and evidence of divine power- especially of those relating to Gods who have dedicated exorcists. Upon detecting the presence of such an individual, the Lilim must make a morale check. On a failed check, they flee. On a success, they attack the divinely-touched creature to the exclusion of all others.


Tactics:

- Stalk potential victims

- Lure them away from other humans

- Pounce on them

- If another Lilim has targeted a creature, target another


Lilim are often thought of as the 'lesser cousins' of the Succubus or Incubus, but nothing could be further from the truth. While Succubusses are careful manipulators and Incubi terrible predators, Lilim are savage beasts. They are energy vampires, taking the form of wanton women to lure in travelers before seizing them with immaterial claws and ripping out their life force. Being drained by a Lilim feels good for the first couple of seconds, then it feels like every bit of your strength is being stripped away.


Lilim are barely intelligent, capable of a predatory cunning but they are not truly sentient. They have learned how to make seductive movements or how to say lewd things, but this is brute-force pattern recognition. They do not recognize what they are saying as words, they only know that producing these sounds sometimes draws prey towards them. Some have learned how to do this with insults or taunts, but again, there is no true understanding.


Lilim like to establish hunting grounds in areas that are frequented by humans, particularly young, strong humans with plenty of life force. They also like places that are dark or enable them to hide from the sun. You can recognize a Lilim hunting ground by the corpses scattered in odd places- seemingly hidden in closets, in beds or on couches. The corpses will be disturbed by scavengers, humans or animal, but if you come across a fresh one you will note that they don't have any visible wounds, but their faces are twisted into expressions of horror.


Lilim are also often attracted to areas where vice is common and will pretend to be prostitutes, drunks or revelers, though these disguises are often flimsy. Lilim will often attempt to lure creatures to isolated areas where they can drain them, so the corpses doesn't attract attention or scare away potential prey. However, if hungry enough, or if they deem the potential threat low enough, the Lilim will simply attack.

from Interspecies Reviewers
from Interspecies Reviewers

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