Malcubus

Size/Type: Medium Spirit (Evil, Extraplanar)
Hit Dice: 8d8+24 (60hp)
Initiative: +5
Speed: 30ft. Fly: 60ft. (good)
Armor Class: 24 (+5 dex, +9 insight)
Base Attack/Grapple: +8/+10
Attack: 2 Claws +10 (1d6+2)
Space/Reach: 5ft./5ft.
Special Attacks: Aura of Lust, Kiss of Death, Possession, Straddle, Spell-Like Abilities, Psi-Like Abilities,
Special Qualities: Erotic Grace, Deception, Immunity to Sonic and Poison, Resistance to Acid, Fire, and Cold 10, DR5/Good, Resist Disease +4, SR18, Telepathy Long Range (760ft.),
Saves: Fort +18 Reflex +19 Will +17
Abilities: Str 14 Dex 20 Con 16 Int 20 Wis 14 Cha 28
Skills: Cultures +30, Bluff +30, Affibility +30, Perception +13, Intimidate +20, Psychology +26, Stealth +16, Legerdemain +16, Devices +16, Transformation +20, Escape Artistry +16,
Feats:
Evil Eye,
Cute Charm,
Entice Reaction,
Environment: Any Lower Plane
Organization: Solitary, Pair, or Harem (3-10)
Challenge Rating: 8
Treasure: Double Coins, Double Goods, Standard Items
Alignment: Always Evil (Any)
Playable: Yes (Favored Classes: Rogue and Bard)
Malcubi (the collective term for male Incubi and female Succubi) are spirits of twisted lust. Malcubi are among the most numerous of fiend, found across all lower planes, as they can serve a variety of purposes. In the Nine Hells they are known as Brachina (translating to Pleasure Devil) while among the Yugoloth, they are called Eroloths. However, despite these names, they do not belong to any of these fiendish tribes, and instead form their own. Many simply serve as the harems and concubines of more powerful fiends, as well other powerful evil beings like dark wizards and blackguards, though they are also the primary tempters of the lower planes and many damnations owe their credit to the efforts of a Malcubus. This is often served through their infiltration abilities. While on the Prime, a Malcubus seeks to bring about acts of sexual abuse and exploitation through means such as shady brothels or sexual slavery rings, or seducing various influential figures and manipulating their opinions and actions to bring about more of their preferred sin, though actions as normalizing sexual assault and inciting blame and hostility towards it's victims.
While Malcubi exist across almost all levels of all lower planes and in nearly every fiend lords court, the majority of those who serve a lord serve either Grazzt, Kyreth, Noticula, or Malcanthet in the Abyss, or Fierna and Glasya among the Nine Hells. A sizable number of them operate as independent agents.
Combat:
Malcubi are not fighters and they know it. When faced with a threat, their first course of action is to flee. Failing that, or if they believe their schemes can be set back on track, they will use their spell-like abilities to turn enemies against each other. They do not like to rely on their kiss in combat, preferring to use it on unwitting or helpless foes.
Erotic Grace (Ex): A Malcubus adds its Charisma modifier as a grace bonus to all saving throws and as an insight bonus to it's AC. This does not stack with similar abilities (such as a Paladin's Divine Grace) It also has the ability to speak and read any language as though under the effect of tongues and comprehend languages.
Piercing Mind (Su): The Malcubus ignores any resistance or immunity to [Mind Affecting], [Compulsion] or [Charm]. effects. However targets with immunity receive a +3 bonus to their save (this can't be ignored).
Aura of Lust (Su): A Malcubus projects an aura of arousal, causing all creatures within close range to be subject to a Charm Monster effect out to close range (DC23). It may activate or suppress this ability as a free action. Success doesn't confer immunity on future saves.
Deception: If a Malcubus would be affected by an effect that varies based on alignment. It's alignment is treated as whatever is most favorable to it. For example, it would not register as evil to Detect Evil if it did not wish to, nor would it be affected by Holy Smite or a Holy Weapon if it did not wish.
Master of Disguise: When polymorphed or shapechanged into a form other than it's own, True Seeing (and similar abilities) does not automatically see through the disguise. Instead, they are granted an immediate save to disbelieve as if it were an illusion (even if the effect doesn't ordinarily grant one). If they fail, then they cannot see through the disguise.
Seducer (Su): A creature that falls under the Malcubus' [Charm] effects has their disposition become Helpful instead of merely Friendly.
Kiss of Death (Su): On a successful natural weapon attack, the Malcubus inflicts one negative level on its target. With a kiss or some sexual act, it can drain up to it's CR in levels (requiring a grapple check for unwilling creatures). This comes with a
Suggestion to accept another kiss or perform another sexual act. The DC to both remove negative levels and resist the
Suggestion is 23 (Charisma-based).
Spell-Like Abilities: Constant: Tongues, Comprehend Languages, Planar Tolerance,
At Will: Detect Thoughts, Rage, Polymorph Self (Usable as a swift or immediate action), Charm Monster, Suggestion, Daze Monster (Usable as a Swift Action, touch range only), Major Image, Invisibility, Command, Mage Hand, Prestidigitation, Arcane Mark, Dream, Greater Teleport (Self+objects carried only), Ethereal Jaunt, Plane Shift (Self+objects carried only), Nondetection,
Nealan's Unbuckling,
Nealan's Erotic Touch,
1/minute: Modify Memory, Fog Cloud, Deep Slumber, Gaseous Form,
Nealan's Erotic Gaze, Probe Mind,
1/hour: Confusion, Brain Spider, Persistent Image, Wave of Fatigue
1/day:
Ur Charm Person (not limited by type)
Psi-Like Abilities: 1/minute: Ego Whip, Object Reading
Possession (Su): A Malcubus has the ability to possess a mortal creature (see
this page for complete rules on possession). The save against this ability and all related abilities described below are Charisma-based, with a DC equal to 23.
While in spirit form, the Malcubus's statistics are modified as follows: It's Armor Class changes to 24. It loses its normal base speed but gains a fly speed of 120 feet (with perfect maneuverability). The Malcubus loses the ability to communicate by any means short of telepathy, cannot have its mind read, and cannot interact with its surroundings in any way except by touching a potential possession victim. While the Malcubus also loses all the use of all normal attacks or abilities in this form, it becomes invisible (as the
greater invisibility spell) so long as it remains incorporeal in this manner.
A creature possessed by a Malcubus becomes more physically attractive to others, causing them to gain a +2 bonus on Charisma-based checks as people around them are subtly entranced by their magnetism. This appearance is illusory and appears differently to each subject with whom the host interacts.
True seeing reveals the creature‘s actual appearance and negates the bonus.
The host to a Malcubus is prone to behavior befitting of the their demonic possessor, specifically feelings of lust and hedonism. When encountering a creature they could potentially be attracted to with a Charisma score equal to or greater than their own, the host of the Malcubus must make a Will save or become affected as though charmed (as
charm monster) by that creature.
A Malcubus that uses the Bane action upon its host causes the host’s features to become horrifically mutilated, causing a tremendous amount of both physical and mental distress. In additional to automatically failing any Charisma-based checks they attempt during each round that they are subject to this action, the host also suffers the effects of a
confusion spell.
Straddle (Ex): A Malcubus can maintain a grapple by using every available part of it's body. Creatures that are immune to being grappled (such as by virtue of a freedom of movement spell) are not so immune to any grapple attempt started by the Malcubus. Creatures that succeed on their attempt to escape a grapple with a Malcubus can move and take actions against other creatures normally, but the Malcubus continues to share its space, and the creature may only take grapple-appropriate actions against the Malcubus. This form of grapple can be escaped by the use of a further attempt, although the Malcubus may draw the creature back into a normal grapple using the normal rules for such.
Skills: The Malcubus has a +10 racial bonus to Cultures, Affability, Psychology, and Bluff.