Incubi Incubus Lore History DC 10: Though incubus encounters can be brief and passing, indicated when a sleeper awakes exhausted and hollow-feeling, some incubi will linger for days or weeks, appearing night after night from the shadows whenever their prey is alone until it is left a broken shell of its former self. Religion DC 15: While incubi are often mistaken for male succubi and may in fact share some common origin, their methods and motivations diverge wildly. Where a succubus seeks to guide mortals toward corruption and ruin as a twisted form of play, the incubus is a base predator, driven by its ravenous hunger for mortal dreams. Incubus Atonian Tactics While incubi usually flee if confronted by a force that outnumbers them, if forced to fight they use Sink into Earth on the nearest melee threat, then move into its space if it fails its save to apply their Crushing Terror trait, following it each turn if it tries to crawl away. In combat, they prefer to target already weakened creatures with their Steal Dreams, otherwise using it mostly outside of combat. Incubus Ephialtes Tactics Incubus ephialtes try first to gain control of powerful melee foe with their Waking Dream, then target it whenever available with their Incubate Fears while trying to incapacitate as many other enemies as possible with their Night's Caress. They refrain from using their Crusing Terror against any target they plan to move away from on the following turn to avoid waking it. Living Nightmare Medium aberration/fiend, chaotic evil Armor Class 15 Hit Points 21 (3d8 + 9) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 7 (-2) 20 (+5) 15 (+2) 1 (-5) 17 (+3) 19 (+4) Senses Darkvision 60 ft., Passive Perception 13 Languages Abyssal, Common Challenge M7 (580 XP) Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage. Fear-Born. The nightmare is immune to any damage dealt by a Frightened creature. Actions Rend Psyche (Group Attack). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 psychic damage and the target must succeed on a DC 15 Wisdom saving throw or be Frightened until the end of the nightmare's next turn. If at least three nightmares contributed to this attack, a creature that fails this saving throw is instead Frightened for the next minute, and repeats the saving throw at the end of each of its turns, ending the effect on a success.
Incubus Atonian Medium fiend (shapechanger), chaotic evil Armor Class 14 (Natural Armor) Hit Points 71 (11d8 + 22) Speed 30 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 15 (+2) 8 (-1) 15 (+2) 18 (+4) Saving Throws DEX +5, CON +4 Skills Deception +6, Intimidation +8, Sleight of Hand +5, Stealth +7 Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Darkvision 60 ft., Passive Perception 12 Languages Abyssal, Common, Telepathy 60 ft. Challenge 4 (1,100 XP) Shapechanger. As a bonus action, the incubus transforms into a Small or Medium humanoid without a fly speed, or back to its true fiendish form. Its statistics are otherwise the same in each form. It reverts to its humanoid form if it dies. Crushing Terror. A creature that starts its turn prone and in the incubus' space takes 11 (2d10) nonlethal psychic damage and cannot speak, breathe or stand until the beginning of its next turn. Actions Night's Caress (3rd Level Spell). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target falls asleep for the next minute. A sleeping creature wakes early if a creature takes an action to shake it awake, or if it takes any damage. Sink Into Earth (3rd Level Spell, Concentration). One creature the incubus can see within 30 feet must succeed on a DC 14 Intelligence saving throw or fall prone and be Blinded for the next minute. If the creature stands from prone, the effect ends and the creature takes 22 (4d10) psychic damage. Steal Dreams (4th Level Spell). One Unconscious or Blinded creature within 5 feet must make a DC 14 Intelligence saving throw. On a failed save, the incubus learns one closely held secret of the creature's, and the creature takes 33 (6d10) nonlethal psychic damage. A creature reduced to 0 hit points in this way is Cursed. A creature cursed in this way cannot gain levels or otherwise advance through experience. When this curse ends, the creature gains any levels prevented by the curse. Etherealness. The incubus enters the Ethereal Plane from the Material Plane, or vice versa. Incubus Ephialtes Medium fiend (shapechanger), chaotic evil Armor Class 15 (Natural Armor) Hit Points 112 (15d8 + 45) Speed 30 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 16 (+3) 12 (+1) 15 (+2) 21 (+5) Saving Throws DEX +7, CON +6, WIS +5 Skills Deception +8, Intimidation +11, Sleight of Hand +7, Stealth +10 Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Darkvision 60 ft., Passive Perception 12 Languages Abyssal, Common, Telepathy 60 ft. Challenge 7 (2,900 XP) Shapechanger. As a bonus action, the incubus transforms into a Small or Medium humanoid without a fly speed, or back to its true fiendish form. Its statistics are otherwise the same in each form. It reverts to its humanoid form if it dies. Crushing Terror. A creature that starts its turn prone and in the incubus' space takes 11 (2d10) nonlethal psychic damage and cannot speak, breathe or stand until the beginning of its next turn. Actions Multiattack. The incubus makes two attacks with its Night's Caress, one of which it may replace with a use of its Waking Dream or Incubate Fears, if available. Night's Caress (3rd Level Spell). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target falls asleep for the next minute. A sleeping creature wakes early if a creature takes an action to shake it awake, or if it takes any damage. Waking Dream (4th Level Spell, Concentration). One Unconscious creature within 5 feet must succeed on a DC 16 Wisdom saving throw or rise under the incubus' control for the next hour, or until it regains consciousness, and can perceive and take actions as though conscious for the duration. Whenever the creature would wake, the incubus may make a DC 10 Constitution saving throw. On a success, the creature remains Unconscious. Incubate Fears (Recharge 5-6, 5th Level Spell). The incubus draws forth and congeals the fears of a Frightened or Unconscious creature within 5 feet, conjuring a Living Nightmare that lasts a minute in an unoccupied space within 10 feet. Etherealness. The incubus enters the Ethereal Plane from the Material Plane, or vice versa.
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