FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 15"/21"
HIT DICE: 8
% IN LAIR: 15%
TREASURE TYPE: Q, U
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-8/2-8
SPECIAL ATTACKS: Energy drain
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 50%
INTELLIGENCE: Average
ALIGNMEANT: Chaotic evil
SIZE: M (6'-7' tall)
PSIONIC ABILITY: 130
Attack/Defense Modes: D/G
These very rare demons are the male
counterparts of the succubi. Lower
intelligence
makes them weaker spell-users,
but they are much more deadly in melee.
Any opponent struck by an incubus'
claw receives the stated damage and
loses a life energy level, this being reflected
in spell use, combat ability, etc.
Incubi can Cause Darkness in a 5' raadius
and Teleport with no error (as any
demon can). They can also become ethereal
and shapechange (to a humanoid
form of approximate size and weight).
They have superior infravision, with a
range of 90'. An incubus can attempt to
gate in a Type IV demon (80% chance) or a Type
VI (20% chance) demon, but the probability
of the gate opening is only 25%.
Incubi have an average strength of
about 18/70, but <t>his never gives them
any special "to hit" or damage bonuses
in melee. They are quicker and far more
agile than the succubi. Incubi and succubi
are very rarely encountered in a
mixed pair, since succubi sometimes
wish to have their spell-like abilities backed
up by physical might. Any time a succubus
is indicated on an encounter table,
roll d%: 01--65 = succubus, 66--00 =
incubus. The proposed experience-point
value for an incubus is 2,285 + 10/hp.
This can, of course, be altered to suit the
DM's campaign.
Description: Incubi in natural form
appear very much like largish human
males with these differences: Small horns
project from the sides of the forehead;
they have a large pair of bat-like wings
extending from their back, and their
hands are typically clawed; they usually
dress in fairly expensive-looking clothes,
and don't usually use weapons.
Dragon magazine | - | Monster Manual III | - | Dragon #101 |