Elari (Succubus with NACLs) [Archive] - Wizards Community

Post/Author/DateTimePost
bitnine

04-07-06, 03:59 PM
Here's something for fun. Personally, I don't quite agree with the CR, but I do think that it would make for a nice, challenging encounter for some party. (I think it also goes to show that NACLs are a little wonky.)

Elari, Warrior Succubus
Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 6d8+4d10+6d12+54 (139 hp)
Initiative: +8
Speed: 40 ft., fly 50 ft. (average)
Armor Class: 30 (+4 dex, +9 natural, +2 deflection, +5 +1 chain shirt)
Base Attack/Grapple: +16/+23
Attack: +22 +1 flaming mighty composite longbow (+3) (1d8+1d6+6)
Full Attack: +20/+20/+15/+10/+5 +1 flaming mighty composite longbow (+3) (1d8+1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues, fast movement, improved uncanny dodge, trap sense (+2), rage (2/day)
Saves: Fort +19, Ref +14, Will +12
Abilities: Str 16, Dex 18, Con 16, Int 14, Wis 14, Cha 26
Skills: (zomg many - edit in later)
Feats: Improved Initiative, Point Blank Shot, Far Shot, Rapid Shot, Spring Attack, Improved Unarmed Strike, Improved Grapple, Quicken Spell-Like Ability (suggestion), Weapon Focus: Longbow, Weapon Specialization: Longbow
Challenge Rating: 12
Possessions: Eyes of the eagle, +1 chain shirt, +1 flaming mighty composite longbow (+3), ring of protection +2, cloak of resistance +2, potion of haste, potion of aid, potion of endurance, potion of invisibility, potion of cure light wounds (3), potion of cure serious wounds

Combat:
(Elari is a standard succubus, then advanced by 4 fighter and 6 barbarian non-associated levels.)

Most succubi are not warriors. Elari is an exception to this. At first she acts much like any other succubus, attempting to isolate a single victim using guile (and her charm spells). She will often use both charm and suggestion to releave a lone victim of minor items such as potions before attempting her energy drain. It is her reaction if discovered that is quite different. Elari utilizes quickened suggestions to attempt to convince stronger-looking heroes to leave the area for a while, then teleports high up, preferably out of spell range. From there she unleashes a hail of arrows. Given her mobility, ability to teleport, and ability to detect thoughts and good auras, she mercilessly hounds fleeing opponents. If cornered, particularly by a flying opponent, Elari rages and grapples her attacker, attempting to use her energy drain attack. If she has a chance or needs to, Elari uses her ethereal jaunt spell-like ability to heal or use her buffing potions in safety.

Energy Drain (Su): Elari can drain energy from a mortal she lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, Elari must start a grapple, which does not provoke an attack of opportunity (Elari has the improved grapple feat). Elari's kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from Elari. The victim must succeed on a DC 21 Will save to negate the effect of the suggestion. The DC is 21 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Spell-Like Abilities: At will—charm monster (DC 22), detect good, detect thoughts (DC 20), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 21), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

Summon Demon (Sp): Once per day Elari can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

Tongues (Su): Elari has a permanent tongues ability (as the spell, caster level 12th). Elari, like most succubi, usually uses verbal communication with mortals.
savant_warlord13

04-07-06, 04:09 PM
extra levels for non-associated classes only applies until the non-associated class levels equal the racial hit dice, so your CR should be 14
bitnine

04-07-06, 04:32 PM
extra levels for non-associated classes only applies until the non-associated class levels equal the racial hit dice, so your CR should be 14Man, I wish. That would certainly be nice, but:Adding a nonassociated class level to a monster increases its CR by 1/2 per level until one of its nonassociated class levels equals its original Hit Dice.
The Almighty Dru

04-08-06, 05:37 AM
Ah, I see. NACL = non-associated class levels. I was thinking NaCl, which would raise the question, "Who cares about a succubus with salt?"

Anyway, I believe savant_warlord13 is right about the CR. It has six levels of barbarian, equaling its original HD. I don't think it matters what order the class levels are applied in, just that they are there.

And you want to talk about non-associated classes? Let's talk succubus paladin! *shakes fist angrily at Wizards*