D&D Fight Club03/16/2001


Marlissa: Succubus Bard



Wandering the earth to tempt mortals, Marlissa relishes her duty and enthusiastically performs it. Abnormally beautiful, she adds bardic abilities to her quite formidable natural ones. She spends almost all her time in cities, where mortals live close together and are generally more susceptible to her.

While Marlissa relishes the life energy upon which she feeds, her real purpose is to sway mortal men to evil acts . . . and from there, to a pattern of evil until their souls finally belong to her masters in the Abyss. Thus, she uses her charm powers and stunning looks for these ends first. If a potential victim resists too effectively, she uses her energy drain ability to steal a few levels and moves on to someone more easily tempted. Though capable of fighting quite well herself, Marlissa prefers to charm one or more tough-looking males and use them as her personal escort and guards. She thus wears her rapier mostly for show as part of her role.

Here we offer three versions of Marlissa, for varied Challenge Ratings. Her possessions at 1st level are more valuable than usual for a starting character, but the ring of mind shielding is essential to protecting her secret from nosy adventurers with detection spells. In her more advanced incarnations she owns magic items of a value appropriate for an NPC of those levels.

At CR 16, Marlissa has a 12th-level follower (a cohort) who is devoted to her and her protection. This being is not under any magical compulsion; he is just simply and utterly loyal to her. At the DM's discretion, Marlissa may also have a number of underling followers whom she will set upon any attacking party while she escapes. She moves around frequently and can change her appearance at will, so she does not worry about the negative consequences of any survivors talking. See page 45 of the Dungeon Master's Guide for her followers' levels, using her Leadership score of 19. The specifics of her cohort are left to you, and you should work this follower (possibly as a recurring NPC whose master or employer has remained hidden so far) into your campaign or adventure.

1st level Bard

4th level Bard

7th level Bard

Challenge Rating: 10 [9 succubus, +1 bard level]

Challenge Rating: 13 [9 succubus, +4 bard levels]

Challenge Rating: 16 [9 succubus, +7 bard levels]

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Strength: 13

Strength: 13

Strength: 13

Dexterity: 14

Dexterity: 14

Dexterity: 14

Constitution: 13

Constitution: 13

Constitution: 13

Intelligence: 17

Intelligence: 17

Intelligence: 18

Wisdom: 14

Wisdom: 14 [16 with periapt]

Wisdom: 14

Charisma: 21

Charisma: 22

Charisma: 22

Languages: Continuous telepathy, continuous tongues effect, Infernal

Languages: Continuous telepathy, continuous tongues effect, Infernal

Languages: Continuous telepathy, continuous tongues effect, Infernal

Hit Dice: 6d8 [succubus] +1d6 [bard] +7 [Con]

Hit Dice: 6d8 [succubus] +4d6 [bard] +10 [Con]

Hit Dice: 6d8 [succubus] +7d6 [bard] +13 [Con]

Hit Points: 38

Hit Points: 53

Hit Points: 68

Initiative Modifier: +2 (Dex)

Initiative Modifier: +6 (+2 Dex, +4 Improved Initiative)

Initiative Modifier: +6 (+2 Dex, +4 Improved Initiative)

Speed: 30 ft., fly 50 ft. (average)

Speed: 30 ft., fly 50 ft. (average)

Speed: 30 ft., fly 50 ft. (average)

Armor Class: 21 (+2 Dex, +9 natural)

Armor Class: 21 (+2 Dex, +9 natural)

Armor Class: 21 (+2 Dex, +9 natural)

Attacks:

  • 2 claws +7 melee [+6 succubus, +0 bard, +1 Str] (1d3+1)
OR

  • Rapier +4/-1 melee [+6 succubus, +0 bard, +1 Str, +1 masterwork weapon, -4 non-proficient] (1d6+1 [crit 18-20])

OR

  • Light crossbow +8 ranged [+6 succubus, +0 bard, +2 Dex] (1d8 [crit 19-20], range increment 80 ft.)

OR

  • Whip +8/+3 ranged [+6 succubus, +0 bard, +2 Str] (1d2+1 subdual, range 15 ft. fixed)

Attacks:

  • 2 claws +10 melee [+6 succubus, +3 bard, +1 Str] (1d3+1)

OR

  • Rapier +7/+2 melee [+6 succubus, +3 bard, +1 Str, +1 masterwork weapon, -4 non-proficient] (1d6+1 [crit 18-20])

OR

  • Light crossbow +11 ranged [+6 succubus, +3 bard, +2 Dex] (1d8 [crit 19-20], range increment 80 ft.)

OR

  • Whip +11/+6 ranged [+6 succubus, +3 bard, +2 Str] (1d2+1 subdual, range 15 ft. fixed)

Attacks:

  • 2 claws +12 melee [+6 succubus, +5 bard, +1 Str] (1d3+1)

OR

  • Rapier +9/+4/-1 melee [+6 succubus, +5 bard, +1 Str, +1 masterwork weapon, -4 non-proficient] (1d6+1 [crit 18-20])

OR

  • Light crossbow +13 ranged [+6 succubus, +5 bard, +2 Dex] (1d8 [crit 19-20], range increment 80 ft.)

OR

  • Whip +13/+8/+3 ranged [+6 succubus, +5 bard, +2 Str] (1d2+1 subdual, range 15 ft. fixed)

Face/Reach: 5 ft. x 5 ft./5 ft.

Face/Reach: 5 ft. x 5 ft./5 ft.

Face/Reach: 5 ft. x 5 ft./5 ft.

Saving Throws:

Fortitude +6 [+5 succubus, +0 bard, +1 Con]

Reflex +9 [+5 succubus, +2 bard, +2 Dex]

Will +9 [+5 succubus, +2 bard, +2 Wis]

Saving Throws:

Fortitude +8 [+5 succubus, +1 bard, +1 Con, +1cloak of resistance]

Reflex +12 [+5 succubus, +4 bard, +2 Dex, +1cloak of resistance]

Will +13 [+5 succubus, +4 bard, +2 Wis, +1cloak of resistance, +1 from periapt of wisdom +2]

Saving Throws:

Fortitude +12 [+5 succubus, +2 bard, +1 Con, +4cloak of resistance]

Reflex +16 [+5 succubus, +5 bard, +2 Dex, +4cloak of resistance]

Will +16 [+5 succubus, +5 bard, +2 Wis, +4cloak of resistance]

Skills [66 succubus + 7 bard]: Bluff + 11 [+6 succubus, +5 Cha], Concentration + 7 [+6 succubus, +1 Con], Disguise +11* [+6 succubus, +5 Cha, * +10 when using alternate form ability], Escape Artist +8 [+6 succubus, +2 Dex], Hide +8 [+6 succubus, +2 Dex], Knowledge (the planes) +9 [+6 succubus, +3 Int], Listen +16 [+6 succubus, +2 Wis, +8 racial], Move Silently +8 [+6 succubus, +2 Dex], Perform +9 [+4 bard, +5 Cha], Ride +8 [+6 succubus, +2 Dex], Search +9 [+6 succubus, +3 Int], Sense Motive +5 [+3 bard, +2 Wis], Spot +16 [+6 succubus, +2 Wis, +8 racial]

Skills [66 succubus + 28 bard]: Bluff + 16 [+6 succubus, +4 bard, +6 Cha], Concentration + 7 [+6 succubus, +1 Con], Disguise +14* [+6 succubus, +3 bard, +6 Cha, * additional +10 when using alternate form ability], Escape Artist +8 [+6 succubus, +2 Dex], Gather Information +10 [+5 bard, +6 Cha], Hide +8 [+6 succubus, +2 Dex], Knowledge (the planes) +9 [+6 succubus, +3 Int], Listen +18 [+6 succubus, +1 bard cc, +2 Wis, +8 racial, +1 periapt], Move Silently +8 [+6 succubus, +2 Dex], Perform +13 [+7 bard, +6 Cha], Ride +8 [+6 succubus, +2 Dex], Search +9 [+6 succubus, +3 Int], Sense Motive +10 [+7 bard, +2 Wis, +1 periapt], Spot +17 [+6 succubus, +2 Wis, +8 racial, +1 periapt]

Skills [66 succubus + 49 bard]: Bluff + 19 [+6 succubus, +7 bard, +6 Cha], Concentration + 7 [+6 succubus, +1 Con], Disguise +17* [+6 succubus, +6 bard, +6 Cha, * +10 when using alternate form ability], Escape Artist +8 [+6 succubus, +2 Dex], Gather Information +12 [+7 bard, +6 Cha], Hide +8 [+6 succubus, +2 Dex], Knowledge (the planes) +10 [+6 succubus, +4 Int], Knowledge (local) +6 [+2 bard, +4 Int], Knowledge (history) +8 [+4 bard, +4 Int], Listen +18 [+6 succubus, +2, Wis, +1 bard cc, Wis, +8 racial, +1 periapt], Move Silently +8 [+6 succubus, +2 Dex], Perform +16 [+10 bard, +6 Cha], Ride +8 [+6 succubus, +2 Dex], Search +10 [+6 succubus, +4 Int], Sense Motive +10 [+7 bard, +2 Wis, +1 peripat], Spot +17 [+6 succubus, +2 Wis, +8 racial, +1 periapt], Tumble +5 [+3 bard, +2 Dex], Use Magical Device +10 [+4 bard, +6 Cha]

Feats [2 succubus]: Dodge, Mobility

Feats [2 succubus, 1 9th lvl character]: Dodge, Improved Initiative, Mobility

Feats [2 succubus, 1 9th and 1 12th lvl character]: Dodge, Improved Initiative, Leadership, Mobility

Special Attacks/Qualities:

  • Spell-like abilities (at 12th level sorcerer, save DC 15 + spell level): at will—charm monster, clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, ethereal jaunt (self plus 50 lbs. of objects only), suggestion, teleport without error (self plus 50 lbs. of objects only). 1/day—unholy blight.
  • Energy drain (see Monster Manual p. 44)
  • Once per day, can attempt to summon a balor with 10% chance of success
  • Alternate Form (Su)—can assume any humanoid form from Small to Large size as a standard action. This ability is similar to the polymorph self spell, but only humanoid forms.
  • Immune to poison and electricity
  • Cold, fire, and acid resistance 20
  • Darkvision 60 ft.
  • Bardic Music (1/day): inspire courage, countersong, fascinate (see Player's Handbook p. 28)
  • Bardic Knowledge (+4 to check) (see Player's Handbook p. 29)
  • Bard spells known (cast 2 per day, save DC 15): [knows 4 for 1st lvl bard]
    detect magic, open/close, prestidigitation, resistance

Special Attacks/Qualities:

  • Spell-like abilities (at 12th level sorcerer, save DC 15 + spell level): at will—charm monster, clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, ethereal jaunt (self plus 50 lbs. of objects only), suggestion, teleport without error (self plus 50 lbs. of objects only). 1/day—unholy blight.
  • Energy drain (see Monster Manual p. 44)
  • Once per day, can attempt to summon a balor with 10% chance of success
  • Alternate Form (Su)—can assume any humanoid form from Small to Large size as a standard action. This ability is similar to the polymorph self spell, but only humanoid forms.
  • Immune to poison and electricity
  • Cold, fire, and acid resistance 20
  • Darkvision 60 ft.
  • Bardic Music (4/day): inspire courage, countersong, fascinate, inspire competence (see Player's Handbook p. 28)
  • Bardic Knowledge (+7 to check) (see Player's Handbook p. 29)
  • Bard spells known (cast 3/4/2 per day, save DC 16/17/18): [knows 6/5/4 for 4th lvl bard]
    0—daze, detect magic, mage hand, open/close, prestidigitation, resistance
    1st—cause fear, cure light wounds, expeditious retreat, mage armor, sleep
    2nd—bull's strength, enthrall, invisibility, sound burst

Special Attacks/Qualities:

  • Spell-like abilities (at 12th level sorcerer, save DC 15 + spell level): at will—charm monster, clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, ethereal jaunt (self plus 50 lbs. of objects only), suggestion, teleport without error (self plus 50 lbs. of objects only). 1/day—unholy blight.
  • Energy drain (see Monster Manual p. 44)
  • Once per day, can attempt to summon a balor with 10% chance of success
  • Alternate Form (Su)—;can assume any humanoid form from Small to Large size as a standard action. This ability is similar to the polymorph self spell, but only humanoid forms.
  • Immune to poison and electricity
  • Cold, fire, and acid resistance 20
  • Darkvision 60 ft.
  • Bardic Music (7/day): inspire courage, countersong, fascinate, inspire competence, suggestion (see Player's Handbook p. 28)
  • Bardic Knowledge (+11 to check) (see Player's Handbook p. 29)
  • Bard spells known (cast 3/5/4/1 per day, save DC 16/17/18/19): [knows 6/8/8/3 for 4th lvl bard]
    0 lvl—daze, detect magic, mage hand, open/close, prestidigitation, resistance
    1st—cause fear, cure light wounds, expeditious retreat, mage armor, silent image, sleep, unseen servant
    2nd—blur, bull's strength, cure moderate wounds, enthrall, hold person, invisibility, see invisibility, sound burst
    3rd—displacement, emotion, haste

Equipment: The bonuses for these items are included in the statistics above. [7,200 gp for 7th level character] masterwork rapier [320 gp], ring of mind shielding [8,000 gp]

Equipment: The bonuses for these items are included in the statistics above. [16,000 gp for 10th level character] masterwork rapier [320 gp], ring of mind shielding [8,000 gp], periapt of wisdom +2 [4,000 gp], cloak of resistance +1 [1,000 gp], pipes of the sewers [1,150 gp], three Quaal's feather token—whip [1,500 gp total]

Equipment: The bonuses for these items are included in the statistics above. [35,000 gp for 13th level character] masterwork rapier [320 gp], ring of mind shielding [8,000 gp], periapt of wisdom +2 [4,000 gp], cloak of resistance +4 [1,000 gp], pipes of the sewers [1,150 gp], boots of elvenkind [2,000 gp], three Quaal's feather token—whip [1,500 gp total]

About the Author

Robert Wiese never knew his parents. He was raised by kindly middle-class people, and grew up on the mean streets of suburbia. There, he learned important life lessons, such as the quickest route to the mall on a bicycle, how to borrow the car, and how to hang Christmas lights on a two-story house. Later in life, he discovered D&D, and gave up on all outdoor activities. Now he lives like a hermit, coming out of his cave only to fix the Internet connection or go to work at Wizards of the Coast.

Fight Club
(MORE)
Recent Articles
(MORE)

About Us Jobs New to the Game? Inside Wizards Find a Store Press Help Sitemap

©1995- Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.

Terms of Use-Privacy Statement

Home > Games > D&D > Articles 
You have found a Secret Door!
Printer Friendly Printer Friendly
Email A Friend Email A Friend
Discuss This Article Discuss This Article