**Overview** Succubi and incubi are fiendish shapeshifters born of the Lower Planes, known for their irresistible allure and their talent for corrupting the hearts and souls of mortals. Unlike many planar creatures, they do not serve a single master. While some may be bound to devils, demons, or night hags, others act independently or in service to powerful entities like Asmodeus or Graz'zt. In the world of Solare, they are most often tied to the manipulations of the Abyssal Courts or the schemes of the Nine Hells. In Solare, succubi and incubi are born or created with a **true, immutable form** — either male or female. While they possess the ability to shapeshift, their core identity does not change, distinguishing them from traditional lore where they are fluid or interchangeable. This true form is often stunningly beautiful and reflects their innate nature as beings of desire and influence. Succubi and incubi may take on many appearances, but those who encounter them in their natural form describe them as otherworldly: flawless skin, luminous eyes, graceful wings, and an aura of temptation that seems to bend the senses. --- **Racial Traits (Balanced for Solare 5e)** **Ability Score Increase** Your Charisma score increases by 2, and your Dexterity score increases by 1. **Creature Type** You are a Fiend. **Size** You are Medium. **Speed** Your base walking speed is 30 feet. You also have a flying speed of 30 feet. You can’t use this flying speed if you’re wearing medium or heavy armor. **Darkvision** You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. **Languages** You can speak, read, and write Common, Abyssal, and Infernal. **Fiendish Resistance** You have resistance to fire and poison damage. **Claws** In your fiendish form, your unarmed strikes deal 1d6 slashing damage. **Shapechanger** As an action, you can magically change your appearance and voice. You decide what you look like, including your height, weight, facial features, skin color, hair, and sex. You can appear as a member of another race, though none of your statistics change. You stay in this form until you use an action to revert to your true form or you die. Your clothing and equipment do not change. **Fiendish Charm (1/day)** You can cast the _Suggestion_ spell once with this trait, using Charisma as your spellcasting ability. You regain the ability to do so when you finish a long rest. At 5th level, you can cast it twice per long rest. **Draining Kiss (1/long rest)** You can kiss a creature that is charmed, grappled, or willing. The creature must make a Constitution saving throw (DC = 8 + your Charisma modifier + your proficiency bonus). On a failed save, the target takes 3d10 psychic damage and its hit point maximum is reduced by that amount until it finishes a long rest. On a successful save, it takes half damage and no HP reduction. **Phantom Step** As a bonus action, you phase into the Ethereal Plane until the start of your next turn. During this time, you can move through objects and creatures as if they were difficult terrain. If you end your movement inside an object, you are immediately ejected to the nearest unoccupied space. --- **Lore in Solare** Succubi and incubi in Solare are often seen as tools of subtle evil — whisperers of betrayal, corruption, and indulgence. Unlike the brutal demons or rigid devils they sometimes serve, these fiends delight in seduction of the mind and spirit. Their presence is most feared in royal courts, isolated temples, and among ambitious mortals who seek forbidden power. Many succubi and incubi find sanctuary and purpose in the service of **[[Krynvia]], the self-proclaimed Queen of Solare**, whose influence stretches across both mortal and infernal domains. [[Krynvia]]’s **Naked Maidens Taverns** serve as safe havens for succubi and incubi alike. These establishments are famed not only for their pleasures and opulence but also for their disarming beauty, elegance, and the respectful seduction practiced within. There, succubi serve not only as entertainers, but as diplomats, informants, and agents of [[Krynvia]]’s subtle reach. They wear no clothing by cultural and personal choice within the taverns, seeing nudity not as shameful, but as sacred. Their nudity reflects their openness, raw allure, and rejection of mortal taboos. This practice has led to both fascination and fear among mortals, as few can resist the presence of a succubus walking confidently in their natural form. However, when traveling through conservative regions or cities with stricter customs, succubi and incubi will don clothing out of respect and necessity — a practical compromise to avoid unnecessary trouble. Some succubi have broken away from their infernal origins, seeking redemption or independence, though most find that mortals distrust their beauty as much as their blood. In secret, some even follow deities like [[Perserphina]] or Ishimus, walking a strange path between corruption and clarity. **Views on Tieflings** Succubi and incubi hold a complicated kinship with tieflings. While they do not see them as true equals in power or lineage, they recognize them as distant cousins born of similar infernal roots. To a succubus or incubus, a tiefling is often seen as a younger sibling—untamed, conflicted, and in need of guidance. Many succubi view tieflings with a blend of curiosity and sympathy, sometimes taking them under their wing, especially those who struggle with identity or shame. In [[Krynvia]]'s Naked Maidens Taverns, tieflings are welcomed as long as they accept the customs of openness and honesty. Some succubi even seek to elevate tieflings from a place of stigma to one of power, beauty, and acceptance. However, there are also those among the fiends who view tieflings as weak imitations of true fiendish majesty — beings diluted by mortal blood. This spectrum of perception makes tiefling–succubus relations rich with tension, mentorship, seduction, and the ever-present temptation to embrace or reject one's infernal nature. **Views on the [[Daughters of Serenity]]** Succubi and incubi view the [[Daughters of Serenity]] with a mix of admiration, curiosity, and ideological tension. Both cultures share a reverence for the beauty and power of the nude form, and both see sensuality as a natural extension of the self. However, while the [[Daughters of Serenity]] emphasize healing, peace, and divine clarity through their rituals, succubi often embody the chaotic pull of desire, indulgence, and spiritual temptation. In [[Krynvia]]’s circles, many succubi speak of the Daughters with respect, sometimes referring to them as “holy sisters of a different path.” There are stories of succubi who have visited Serenity enclaves, partaking in their rituals with sincere wonder or even emotional vulnerability. Conversely, others scoff at what they see as idealistic restraint, arguing that the Daughters deny the true freedom that comes from embracing one’s full carnal nature. Despite their differences, succubi rarely treat the Daughters as enemies. Instead, interactions between the two are often layered with tension, flirtation, and philosophical debate. In rare cases, they even collaborate in neutral zones, especially when aiding mortals in emotional crisis. Succubi instinctively recognize that the Daughters’ influence is potent and sacred. Whether seen as rivals or complements, the [[Daughters of Serenity]] represent a mirror to the succubi — one not easily ignored. **Views on the Companions of Bliss** Succubi and incubi regard the Companions of Bliss with an intense, almost personal fascination. Both groups embrace sensuality, open nudity, and the emotional needs of others, but where the Companions center their power in **nurturing emotional healing**, the succubi often use similar tools to lure, challenge, and transform others — sometimes dangerously. There is a deep philosophical rivalry. Succubi sometimes mock the Companions’ perceived innocence and selective purity, while Companions may regard succubi as corrupted shadows of what emotional closeness can be. Yet neither side can deny the other’s potency. Some succubi feel a strange kinship with the Companions, especially those who have sought to change or walk the mortal world with more compassion. In rare cases, a succubus has even fallen in love with or become bonded to a Companion, their connection forming a bridge between desire and devotion. [[Krynvia]] herself reportedly respects the Companions for their spiritual discipline and considers their presence an asset when aligned with her goals. While tension is common between them, open hostility is rare. Their shared reverence for beauty, intimacy, and influence often brings them into the same social or political spheres — sometimes as uneasy allies, sometimes as competing icons of power and seduction. **Views on Aasimar** Succubi and incubi hold a complex and often wary view of aasimar. As beings touched by the divine, aasimar are perceived as natural adversaries to fiendish influence, yet they also represent one of the most alluring and challenging conquests in a succubus’s eyes. Many succubi are drawn to aasimar not only for their radiant beauty and inner light but for the thrill of tempting the pure and holy toward desire, doubt, and moral compromise. To some succubi, aasimar are tragic figures—burdened with divine expectation, yet still vulnerable to the mortal condition. Others see them as insufferably self-righteous, cloaked in virtue but repressing their true desires. Seducing or corrupting an aasimar is seen as a personal victory by some of the more ambitious fiends, a symbolic triumph over the heavens themselves. However, not all interactions are hostile. A few succubi have genuinely admired or even loved aasimar, finding in them a balance of spirit and flesh that resonates with their own conflicted nature. [[Krynvia]] herself is known to be fascinated by the potential of aasimar who have strayed from their divine paths, and some have even taken refuge or found purpose within her service. These relationships are rare and often fraught with tension, but when an aasimar and a succubus form a bond—whether romantic, spiritual, or combative—it often results in stories that ripple through the courts of both heaven and hell. --- **Notable Abilities in Roleplay** - Their shapeshifting nature makes them perfect spies, consorts, or infiltrators. - Their kiss is both a deadly act and a final judgment. - Phantom Step gives them access to secret chambers, vaults, or safe escapes. --- **In Solare Society** The succubi and incubi of Solare are not always villains. In rare cases, one may bond with a mortal hero, forming a complicated relationship of passion, temptation, and transformation. Many Cambion children walk the world of Solare bearing the legacy of such unions, often becoming powerful figures in their own right — either as heroes torn between worlds or villains born of desire. --- **Playable Notes** This race is intended for mature roleplay campaigns and should be discussed with the DM before use. Their abilities focus on manipulation, infiltration, and spiritual corruption, fitting well in intrigue-heavy or morally complex campaigns. Succubi/Incubi characters make excellent Bards, Sorcerers, Warlocks, or Rogues.