Beware dark-eyed lovers, for they may ask more from you than you realize you can ever take back. Trust your very soul and guard it well, for some foul creatures may seek to devour it piece by piece!
A pair of monster classes for Dungeons & Dragons 3e/3.5. The Succubus is a creature found in many D&D campaigns, and its racial monster class comes from the Savage Species supplemental. The racial monster class below has been updated for the 3.5 edition rule set.
The Lilitu, however, comes from the supplemental book Fiendish Codex I: Hordes of the Abyss. They are a dread evolution of the succubus race, and are Abyssal ravagers of holy and faithful congregations.
The configuration for these specific monster classes was created by Aboleth Eye!
As always, though this was made with D&D 3.5 edition in mind, with a few tweaks you can absolutely use this material with Pathfinder 1st edition! -- Aboleth Eye
"People couldn't become truly holy, he said,
unless they also had the opportunity
to be definitively wicked."
Origins & Physiology
Succubi are one of the most iconic demons in mythology and fiction. The visitors to mortal men by night, draining their lives in exchange for pleasures of the flesh. Winged temptresses and dark-eyed rakes that prey upon the vulnerable and desperate; and Dungeons & Dragons makes use of them as the agents of other powerful demons, seeking to drain the will and soul of just mortals with their beauty and insidious flattery.
Culturally, the distinction between Succubi and Incubi is perceived as one of gender. Succubi are perceived as the embodiments of the dark feminine, while the incubus embodies a dark masculine archetype. In Dungeons & Dragons' cosmology (and many other examples in media), however, the distinction is merely one of mortal cultural context; for they are all capable of assuming any physical form to tempt humanoids with souls to prey upon.
They are one whole breed of Abyssal demons, the embodiments of temptation and corruption of the physical senses. These demons are much more well-versed in the cultural expectations of mortal civilizations, and they take forms that a culture would deem irresistibly handsome and beautiful in order to navigate them. They also understand cultural beauty standards between the different races native to the Material Plane. A human's ideal tempter would look far different than a half-orc's or elf's, for instance.
Succubi and Incubi are Tanar'ri demons, the most dominant family of demon kind found in the Abyss. While not the oldest family, they are the most depraved and warped from the forces of Chaos. And yet, unlike other Tanar'ri, they are the most unnaturally beguiling of their kind--other breeds usually despise them for this. Succubi embrace this hatred, for they are the embodiments of vanity and temptation, and beauty is their primary weapon in attaining power.
The Tanar'ri are believed to be souls of wicked mortals, those who were overwhelmingly sinful in life, transformed into demons entirely defined by their atrocities. Succubi and Incubi, therefore, are believe to be created from the lustful and vain.
In their true forms, succubi and incubi appear humanoid except for certain expected demonic features. Their hands and feet end in wicked claws, they have horns extending from their foreheads, whip-like barbed tails and a large set of bat-like wings from their shoulders. They are usually very tall and statuesque, for they are vain creatures and compete endlessly among themselves for who is more beautiful or desirable. They usually have red or black hair, and typically wear it long.
With their inherent ability to change shape, Succubi and Incubi display a variety of identities. Some prefer to take on forms of one mortal gender identity, finding a particular sexual preference of mortals more enjoyable than others. However, they are eager and willing to take any physical forms in order to satisfy their endless appetites.
They rarely maintain a singular physical form for long, however; they despise feeling constrained, especially if a mortal they are preying upon resists them. They will even take on the forms of mortal humanoids in order to tempt those they know, usually to seduce a mortal or ruin the original form's reputation in a scheme.
Personality & Powers
Succubi and Incubi are extremely sexual beings, but they can weaponize and restrain their drives in order to effectively "ripen" a soul. Conquering most mortals is stupidly easy to them, whether socially or sexually; but to bring a soul from morality into degradation and evil by their own willingness is far more satisfying to them. They make bets with other demons about bringing especially moral souls into wickedness, and they are boastful of those they have succeeded in doing so.
Some succubi and incubi have long-standing relationships with mortals over their lives. They are sometimes summoned by powerful mages in exchange for sex or other tasks their skills are useful at. They will answer these summons from intriguing mortals not just for the rewards offered, but for the novelty such a mortal might be in their endless lifespans.
That being said, demons are born of Chaos; and while they are smarter and more patient than most, their pride and lust often get the better of them. They will often rush a soul they feel is delaying their satisfaction, often lashing out violently and then fleeing in defeat.
Succubi are damnably charismatic, and their array of powers makes their talents deadly to most creatures. With a single kiss, on the lips or while being grappled in an embrace, a succubus can not only drain the lifeforce of a victim but charm it into begging for another. Eventually, they can charm practically any creature into serving them, including other weak-willed demons.
All other creatures are merely slaves they haven't acquired yet in their eyes. Those who spend more time on the Material Plane may be convinced otherwise of this cultural notion among succubi and incubi, but they will never not make use of their charisma and charming abilities.
Telepathy and their ability to detect thoughts also makes them adept at understanding human desires. They will read a creature's thoughts and keep tabs on them during whole conversations, changing tactics between each thought in order to weasel their way into getting what they want and avoiding harm.
Succubus work best when their quarry is unaware of the danger they present. They are incredibly quick and have the ability to take flight, making them excellent spies and ambushers. Their innate ability to plane shift and ethereal jaunt is also an invaluable tool in escaping danger or sneaking into guarded locations.
They also make use of their shapechanging abilities to confuse enemies and infiltrate mortal groups. These demons will just as easily blend into a busy crowd or appear as an adventuring party's friend in order to gain a moment to reevaluate and enact a plan.
Succubi and Incubi rely on their natural defenses and swiftness to protect them. Their flesh is resilient against most weapons, except for weapons aligned with Good itself or made from cold iron. They are also supernaturally resistant to most spells, since they spend hundreds of years competing and challenging other demonkind for dominance using magic.
Their native layers in the Abyss are also extremely toxic and prone to incredible amounts of damaging elemental forces; so they make use of their innate immunities to poison to use it against mortals, and they dive headfirst into electrical magics since they easily flow through them.
The Succubus/Incubus [Monster Class]
Playing a succubus or incubus sets you up for a great number of advantages: they are incredibly charismatic, grant many resistances and spell-like abilities, and the ability to both drain and charm a victim with a single kiss. They are cowardly by nature, relying on their quickness and cleverness to escape overpowering challenges, however; they are quickly overtaken by physically strong creatures and those with greater magical capabilities.
The starting racial traits of a Succubus/Incubus are described below:
- Medium Outsider (Chaotic, Extraplanar, Evil)
- Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life.
- Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
- Subtypes: Succubi always have the chaotic and evil subtypes, regardless of their actual alignment. Most also have chaotic alignments; however, if their alignments change they still retain their original alignment subtypes. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic and/or evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment (such as from a protection from evil or holy smite effect).
- Succubi and Incubi are native to the Abyss or similar planes of Chaotic Evil-alignment. On all other planes these outsiders have the Extraplanar subtype.
- If an outsider is brought to -9 hit points or less on a plane other than the Abyss, they are instantly transported to their home plane. Their body reforms after 3d10 years and once reformed are unable to leave it for 2d20 years. A Demon Prince can be petitioned to grant them an immediate release to other planes, though typically in exchange for an oath of servitude and a specific task they require. A limited wish, wish, miracle or true resurrection can be cast to instantly restore an outsider to life back on the plane they were slain on.
- Ability Score Adjustments: +2 Dex, +6 Cha. Succubi are naturally lithe and very charming physically and socially.
- Speed: Succubus land speed is 30 feet. Their wings are underdeveloped until they reach 3rd level.
- Darkvision: Succubi can see in the dark up to 60 feet.
- Immunities: Succubi are native to a plane where poison is omnipresent, they cannot be affected by
- Skills: +8 racial bonus on Listen and Spot checks.
- Automatic Languages: Abyssal, Celestial, and Draconic. Succubi gain the Tongues special ability, and are able to communicate with practically any creature that has a language.
- Bonus Languages: any non-secret.
- Favored Class: Succubus. The succubus must complete all levels of its racial monster class before gaining levels in any other class.
- The best multiclassing choices for a succubus are bard, sorcerer, and wizard.
- Alignment: Usually Succubi/Incubi are chaotic evil. Some that spend their time on the Material Plane and put down roots often become neutral in one aspect of alignment. Being bound to the Abyss for eternity, however, typically keeps them from becoming good-aligned, and even more rarely lawful.
Ability Scores: Succubi and Incubi are primarily gain resistances, spell-like abilities and a spread-out increase to most ability scores. Charisma will grow exponentially greater for them, which is necessary for practically all their spell-like abilities. Dexterity and Intelligence also grow quickly. However, they are vulnerable to being physically dominated, and certain abilities necessitate physical closeness to a creature in order to plant their draining kiss.
The physical weaknesses and vulnerabilities of demons is much more well-known, especially with succubi and incubi; so facing creatures with good-aligned powers and cold iron are potentially devastating to them.
At full 12th level, a these demons are charming and quick but lagging far behind in combat prowess; you can choose to go all-in on their charming and array of skills, or you can make up for their inherent weaknesses in exchange.
Racial Class Skills: Bluff, Concentration, Craft, Disguise, Escape Artist, Hide, Knowledge (any one, chosen at 1st level), Listen, Move Silently, Profession, Ride, Search, Spot, Use Magic Device, Use Rope.
Skill Points per Hit Dice: 8 + their Intelligence modifier, quadrupled at 1st Hit Dice/level
Table: the Succubus Monster Class
| Level | Hit Dice | BAB | Fort | Ref | Will | Special |
| 1st | 1d8 | +1 | +2 | +2 | +2 | Starting Traits, Feat, Claws (1d4), Change Shape (1), Natural Armor +1, Resistances 5, Tongues |
| 2nd | 2d8 | +2 | +3 | +3 | +3 | +2 Int, Lesser Powers 1/day, Telepathy 100 ft |
| 3rd | -- | +2 | +3 | +3 | +3 | +2 Cha, Flight 50 ft (average), Natural Armor +3 |
| 4th | 3d8 | +3 | +3 | +3 | +3 | Feat, +2 Con, Lesser Powers 3/day |
| 5th | -- | +3 | +3 | +3 | +3 | +2 Int, Change Shape (any humanoid), Natural Armor +5 |
| 6th | 4d8 | +4 | +4 | +4 | +4 | +2 Cha, Claws (1d6), Lesser Powers (at-will) |
| 7th | -- | +4 | +4 | +4 | +4 | +2 Wis, Energy Drain (1/day), Natural Armor +7, Resistances 10 |
| 8th | 5d8 | +5 | +4 | +4 | +4 | +2 Int, Greater Powers 1/day, DR 5/cold iron or good |
| 9th | -- | +5 | +4 | +4 | +4 | +2 Cha, Energy Drain (3/day), Natural Armor +9, Spell Resistance |
| 10th | 6d8 | +6 | +5 | +5 | +5 | Feat, +2 Wis, Greater Powers 3/day, Electricity Immunity |
| 11th | -- | +6 | +5 | +5 | +5 | +2 Str, Energy Drain (at-will), DR 10/cold iron or good |
| 12th | -- | +6 | +5 | +5 | +5 | +4 Cha, Greater Powers (at-will), Summon Demon |
Class Features
All of the following are class features of the succubus monster class.
Weapon and Armor Proficiency: Succubi/Incubi are proficient with all simple and martial weapons but not with armor or shields.
Feats: A succubus receives one feat at 1st level, and gains additional feats at 3rd and 6th Hit Dice (levels 4 and 10 respectively).
Claws: A succubus naturally has two claw attacks that inflict 1d4 plus their Strength bonus in slashing damage. They can make two claw attacks as a full-attack action, using their highest Base Attack Bonus; or they can make a secondary claw attack as part of a full-attack while wielding a one-handed melee weapon. For purposes of bypassing damage reduction, the natural weapons of a succubus are both chaotic- and evil-aligned, regardless of their actual alignment.
At 6th level their claws grow sharper, inflicting 1d6 plus their Strength bonus in slashing damage on a successful strike.
Resistances (Su): At 1st level, a succubus gains Resistance 5 to acid, cold, electric and fire damage. These resistances improve at 7th level to Resistance 10.
Tongues (Su): Starting at 1st level, a succubus can speak with any creature that has a language. The succubus’s caster level for this effect is twice their racial/monster class Hit Dice (maximum 12th).
This ability is always active unless the succubus chooses to disable it as a free action. The effect can be dispelled, but the succubus can create it again on its next turn as a free action.
Change Shape (Su): At 1st level, the succubus gains the change shape special ability, though they are limited to only one alternate humanoid form of their choice at the start. Their forms can be of any humanoid Small to Medium size that it can turn into. They may use this ability at-will, but are limited to how many forms they have based on their class level.
At 3rd level they gain two additional humanoid forms.
At 5th level, it masters more such forms until it can assume the appearance of any possible humanoid of the appropriate size.
While disguised in these different shapes, the succubus gains a +10 bonus to Disguise checks. A true seeing spell effect can reveal their original forms.
Telepathy (Su): At 2nd level, a succubus gains telepathy. It may communicate telepathically with any creature within 100 feet that has a language.
Lesser Powers (Sp): At 2nd level, a succubus can use the following spell-like abilities once per day: detect good, detect thoughts and suggestion.
At 4th level it can use them three times per day, and at 6th level and higher it can use them at-will.
A succubus’s caster level for all spell-like abilities is equal to its monster class level.
Energy Drain (Su): Starting at 7th level, once per day the succubus can drain energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity.
The succubus’s kiss or embrace bestows one negative level if the victim fails a Fortitude saving throw. If the victim fails this save, they temporarily gain one negative level and must succeed an additional Will save at the same save DC.
The kiss from a succubus’ lips also has the effect of a suggestion spell, affecting the victim to desire another kiss from the succubus. The victim must succeed on a Will save to negate the effect of the suggestion. The Will save DC is the same for the Fortitude save to remove a negative level.
These save DCs are Charisma-based, equal to 10 + ½ their total Hit Dice + their Charisma bonus.
Starting at 9th level they can use their energy drain three times per day; and at 11th level they can use energy drain at-will.
Greater Powers (Sp): Beginning at 8th level, a succubus can use charm monster, ethereal jaunt (self plus 50 pounds of objects only), and greater teleport (self plus 50 pounds of objects only) once per day.
At 10th level they can use these greater powers three times per day, and at 12th level they can use them at-will.
A succubus’s caster level for all spell-like abilities is equal to its monster class level.
Damage Reduction (Ex): Starting at 8th level, a succubus gains Damage Reduction 5, bypassed by cold iron or good-aligned sources.
At 11th level this racial Damage Reduction increases to 10.
Spell Resistance (Ex): Starting at 9th level a succubus gains Spell Resistance equal to 6 + its succubus monster class levels.
Electrical Immunity: Starting at 10th level, a succubus’ resistance to electric damage improves to full Immunity against electric damage and effects.
Summon Demon (Sp): Starting at 12th level, a succubus can attempt to summon 1 vrock once per day, with a 30% chance of success. This ability is the equivalent of a 3rd-level spell, and requires a full-round action (as if casting a summon monster III spell).
Demons are often reluctant to use this power until in obvious peril or extreme circumstances.
Aspiring Lilitu - Monster Prestige Class
In the Abyss all things struggle to come out on top, as influence and power are a mercurial commodity in the eternal plane of torment. Succubi and Incubi the most adaptable breed of demon--not only for their ability to change shape, but also to drain the willpower and spirit of strong mortals. However, they shy away from direct confrontation and will betray their masters if they feel their masters are on the outs in the demonic hierarchy. The loyalty of a succubus is less than skin deep, and they change masters in between heartbeats should someone offer what they desire. For the succubi and incubi are also slaves to their fatal flaw--sensation and pride.
They are wickedly cunning and charming when they wish, but they are addicted to physical sensation such as lust and desire; they claim to serve their Demon Princes in procuring souls for them, but they are frankly more likely to claim a mortal soul as their own property should they entertain and satisfy them. Vain and eternally self-serving, these creatures are always looking for angles to serve themselves first--much to the chagrin and distrust of other demons. And they are often not as clever as they think they are; envy for their beauty can easily turn back upon themselves...
However, there comes a rare individual that defies their innate demonic natures. They see the plans the Demon Princes have for the Material World; and they become enthralled by something greater than corruption of a singular soul at a time.
Malcanthet, Queen of the Succubi, is the greatest of these demons and many return to her service--for she remade Shendilavri, the once-rotting 570th layer of the Abyss, into the glorious paradise for her entire demonic sisterhood. These succubus' devotion to the Demon Princess transforms into zealotry. They will see the Material World and all its congregations of other gods and entities burned to ashes! In slavish devotion, they burn their own wings and flesh, and rise from the ashes to become closer to her dread majesty--becoming the infamous breed of demon known as Lilitu.
Malcanthet may one day be pleased by her devoted Lilitu's works of devastation, and invite the demoness to join her personal bards, the Radiant Sisters, in her pleasure palaces of Shendilavri.
Other succubi, typically those of masculine identity, ascend as Lilitu for another master--Graz'zt, the Dark Prince. For this Demon Prince as powerful as Malcanthet on his own domains of the Abyss--the Triple Realm of Azzgarat on the 45th, 46th and 47th layers--and just as tyrannically devoted to forbidden pleasures. His Lilitu seek to earn a place serving the Dark Prince, offering their own bodies in service to his usurpation of all mortal faiths.
Lilitu are the embodiment of taboo and blasphemy, wearing their hatred for it like the most glorious crowns. Having burned themselves into craven new forms, they are cloven-hooved manipulators who not only seek the downfall of man, but of all mortal congregations devoted towards friendship, community and goodness.
Lilitu appear mostly as they did in their original form, but with two major differences. Their wings are burned into cinders, hanging lifelessly and charred on their backs--and from where they were burned, venomous barbed tendrils emerge. Additionally, their feet have been permanently transformed into shaggy, goat-like hooves. Their eyes additionally become cloudy and vacant, trapped in the rapture of their rebirth and devotion.
These demons become foul preachers of their Demonic masters upon ascension. They gain the ability to project the miracles of other gods, at the cost of becoming blasphemously weakened against divine magic in the process. They use their innate abilities to infiltrate and form congregations of faith on the Material Plane, gathering them under an unknown banner of Abyssal evil until they are ripe for harvesting all at once.
Lastly, a Lilitu can literally bless-slash-curse their most devoted mortal servants with their own mark. A Lilitu's gift protects their servants as they perform wicked deeds in their god's name; and also marks ownership of the mortal's soul while alive.
A succubus or incubus normally is only capable of becoming a Lilitu through a massive ritual murder. They spend time on the Material Plane and infiltrate or gather a congregation of mortal faithful. They manipulate all their followers that they are a true cleric, induct them unknowingly into the secrets of their foul masters and then burn them and their entire site of worship down in a great cataclysm of fire and betrayal.
Rising from the ashes, the demon has been changed. They have arisen as a Lilitu, one of the most dangerous demons in the Abyss.
However, the influences of Chaos can work suddenly or slowly over time... For there are the Aspiring Lilitu, who blaspheme alone, painfully burn away their wings and slowly gather the powers of corruption. The Aspiring Lilitu is therefore a unique monster prestige class available to Succubi and Incubi wishing to reach epic levels of corruptive power.
The Aspiring Lilitu [Monster Prestige Class]
A racial prestige class for a Succubus who wishes to evolve into a Lilitu, the great desecrators and usurpers of good-aligned faiths. Instead of putting in all the hard work of gathering a cult following and then decimating them in a great ritualistic sacrifice; this breed of demon sacrifices pieces of their own flesh and power to fuel the embers of a greater, growing corruption within themselves!
The Lilitu is a dangerous outsider, and with player character ability scores and starting wealth/magic items they reach beyond 20th level in terms of power. At 8th level, an Aspiring Lilitu is considered a 20th level character.
Hit Dice: d8
Class Skills: Bluff, Concentration, Craft, Disguise, Escape Artist, Hide, Knowledge (religion), Knowledge (the planes), Listen, Move Silently, Perform, Profession, Ride, Search, Spot, Use Magic Device
Class Skill Points per Hit Dice: 8 + Intelligence modifier
Prerequisites:
- Race: Succubus/Incubus only
- Alignment: must be Chaotic Evil
- Feats: Dark Speech (FC1)
- Skills: Knowledge (religion or the planes) 8 ranks, Use Magic Device 8 ranks,
- Special: Must be devoted to either Graz’zt or Malcanthet as your patron deity.
- Additionally, the Aspiring Lilitu must perform a terribly painful Ashen Wings Ritual to prove their devotion to their patron demon prince. See Class Features below.
Table: The Aspiring Lilitu Class
| Level | Hit Dice | BAB | Fort | Ref | Will | Special | Spellcasting |
| 1st | 1d8 | +1 | +2 | +2 | +2 | Ashen Wings Ritual; Ability Boost (Int +2, Wis +2), Cloven Feet, Mock Divinity, Vulnerable to Divine Magic | +1 level of cleric |
| 2nd | 2d8 | +2 | +3 | +3 | +3 | Ability Boost (Dex +2 and Con +2), Stingers (1), Poison (1d4 Wis/--) | +1 level of cleric |
| 3rd | 3d8 | +3 | +3 | +3 | +3 | Ability Boost (Str +2 and Dex +2), Deceive Item, Fly | +1 level of cleric |
| 4th | -- | +3 | +3 | +3 | +3 | Ability Boost (Wis +2), Stingers (2), Poison (1d6 Wis/1d2-1 neg. levels) | +1 level of cleric |
| 5th | 4d8 | +4 | +4 | +4 | +4 | Ability Boost (Dex +2 and Con +2), Shroud Alignment | +1 level of cleric |
| 6th | 5d8 | +5 | +4 | +4 | +4 | Ability Boost (Str +2 and Dex +2), Stingers (3), Poison (1d8 Wis/1d3-1 levels) | +1 level of cleric |
| 7th | 6d8 | +6 | +5 | +5 | +5 | Ability Boost (Dex +2 Dex and Cha +2), Lilitu Abilities | +1 level of cleric |
| 8th | -- | +6 | +5 | +5 | +5 | Ability Boost (+2 Con/+2 Wis), Stingers (4), Poison (2d6 Wis/1d4 levels) | +1 level of cleric |
| 9th | 7d8 | +7 | +5 | +5 | +5 | Ability Boost (Str +2 and Dex +2), Quickened Suggestion | +1 level of cleric |
| 10th | 8d8 | +8 | +6 | +6 | +6 | Ability Boost (Dex +2), Lilitu's Gift | -- |
Class Features:
Ashen Wings Ritual: A succubus or incubus must be at the necessary experience point level to gain a level in Aspiring Lilitu. But first, the demon must painfully abandon many of their gifts and beauty to prove their devotion to infiltrating and damning mortal congregations, under the guise of enlightenment. A demon is unable to gain levels in Aspiring Lilitu until they conduct a profane ritual devoting their entire essence to their patron—Graz’zt or Malcanthet.
The Ashen Wings ritual must be performed in a desecrated temple or other holy place, now ritually keyed towards the demon’s patron god. While in the desecrated space, the demon creates a bonfire and performs an hour-long ritual to transform the flames into pure demonic flame. The creature must then stand in the flames and succeed two DC 20 Fortitude checks, each one burning away one of their wings on a success. Failing this save causes the Lilitu to suffer 3d10 damage that bypasses their damage reduction and does not remove the wing; succeeding halves this damage and successfully removes a single wing. The aspiring Lilitu cannot receive healing magic for 24 hours upon starting this ritual and must spend a full week in complete rest afterwards, whether they succeed or not.
Another demon or creature with both the chaotic and evil subtypes can assist with this ritual by attacking each wing with an unholy or anarchic weapon. With this assistance, however, the Lilitu suffers the weapon’s normal rolled damage and is treated as if they are both lawful and good. After suffering the damage, they must succeed a single DC 20 Fortitude check to avoid passing out for 1 hour. The Lilitu must be conscious to continue the ritual and end it with a ceremonial prayer to their dark god while their wings are still burning and bleeding.
If the demon is unable to complete the ritual or falls to 0 hit points or below, their forms are destroyed and return to the Lower Planes. They will reform in that space in a number of days equal to 2d20 minus their Charisma modifier (minimum 1); instead of the normal duration for reforming. If the space becomes consecrated during that time, they will reform at the nearest unholy site devoted to their Demon Prince patron instead.
A succubus who failed their Ashen Wings ritual must wait 2d10 weeks before they can attempt the ritual again.
Once completed, the Ashen Wings Ritual strips the Aspiring Lilitu of their racial flight capability and the ability to inflict energy drain with a kiss (though they retain their suggestion effect to a kiss or embrace). In exchange, the demon gains their first level in Aspiring Lilitu, all its special class features and can progress in the class.
Ability Boost (Ex): Starting at 1st level, the Lilitu’s body begins to fully embrace their new purpose of physically dominating the realm of mortals. Their Intelligence and Wisdom ability scores increase by +2 permanently.
They gain a +2 racial bonus to an ability score at every class level thereafter. Their Dexterity rises faster than the rest, with their Strength, Constitution and Charisma also improving to a lesser degree (see Table: The Aspiring Lilitu Class above).
Cloven Feet (Ex): Upon completing the Ashen Wings ritual above, at 1st level the aspiring Lilitu’s feet become permanently shaped into hairy, cloven hooves. Their base land speed increases by +10 feet.
However, a Lilitu is unable to disguise these cloven hooves with their Change Shape ability. Unless these hooves are hidden by clothing or illusions, the aspiring Lilitu’s bonus to Disguise checks with Change Shape is reduced to only a +4 bonus.
Mock Divinity (Su): Starting at 1st level, upon completing the Ashen Wings ritual, the aspiring Lilitu gains occult powers greater than most demons. They begin spellcasting as a 1st level cleric, and gain the bonus spells of the Demonic domain and one of the following domains (chosen at 1st level): Chaos, Evil, Temptation or Trickery.
For the purpose of determining bonus spells per day and spell saving throws, the cleric spells gained through Mock Divinity use their Charisma score (rather than a cleric’s normal Wisdom spellcasting ability score).
A Lilitu cannot spontaneously cast cure or inflict spells, do not gain the benefits or abilities of their chosen domains, nor can they turn or rebuke undead.
At each level except 10th, the Lilitu gains new spells per day as if they had also gained a level in cleric. They do not, however, gain any other benefit a character of that class would have gained (turn/rebuke undead, etc.)
Vulnerable to Divine Magic (Ex): Upon completing the Ashen Wings ritual, at 1st level a Lilitu’s heretical existence renders them susceptible to divine magic. They make all saving throws against all divine magic (spells and spell-like abilities found on the cleric, paladin and druid spell lists) with a permanent –2 racial penalty.
Additionally, caster level checks made against the Lilitu’s spell resistance gain a +4 sacred bonus when using a divine spell or spell-like ability.
Stingers (Ex): At 2nd level, the Aspiring Lilitu gains a stinging tendril as their new primary natural weapons. A Lilitu can make a stinger melee attack as a standard action, or a full-attack action they can make a stinger attack at their highest Base Attack Bonus and two claw attacks as secondary attacks. The Lilitu’s stingers have a 10 foot reach and inflict 1d4 piercing damage plus their Strength modifier. They can use their stingers to inflict a unique, soul-weakening poison (see Poison below).
At 4th level, the aspiring Lilitu gains an additional stinger. As a full-attack action, the Lilitu can now make two stinger attacks at their highest BAB and two secondary claw attacks.
At 6th level, the aspiring Lilitu gains an additional stinger; as a full-attack action they can make three stinger attacks at their highest Base Attack Bonus, and two secondary claw attacks.
At 8th level, upon reaching their full evolution, the Lilitu now has four stingers. They can thereafter attack with all four stingers as a full-round action, at their highest Base Attack Bonus, as well as two secondary claw attacks.
Poison (Su): Injury—stinger; Starting 2nd level, the Aspiring Lilitu’s ritual transformation strips them of their energy drain special ability (though they retain their kiss’ suggestion effect). In exchange, their body courses with a dangerous venom that weakens the will and shatters the soul. After making a successful attack roll with their stinger, a lilitu can choose to inflict their poison in addition to any damage inflicted. An affected creature must succeed a Fortitude save or suffer the effects of the poison.
Starting at 2nd level, a Lilitu’s poison inflicts 1d4 Wisdom damage as initial effects, with no secondary effects.
At 4th level, the Lilitu’s poison becomes stronger, inflicting 1d6 initial Wisdom damage, as well as 1d2-1 negative levels as secondary damage (minimum 0 negative levels inflicted).
At 6th level, the Lilitu’s poison inflicts 1d8 initial Wisdom ability damage, and 1d3-1 negative levels as secondary damage.
Finally, upon reaching 8th level, the Lilitu’s poison inflicts 2d6 initial Wisdom ability damage, and 1d4 negative levels as secondary damage.
The Fortitude save DC equals 10 plus ½ the Lilitu’s total Hit Dice and their Constitution modifier.
Negative levels inflicted remain until 24 hours have passed or until they are removed with a spell, such as restoration or dispel chaos. If a negative level is not magically removed before 24 hours have passed, the affected creature must attempt another Fortitude save (at the same save DC). On a successful save, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate Fortitue saving throw is required for each negative level suffered by a creature.
Creatures slain by the Lilitu poison’s negative levels rise as wights after 1d6 days, but the Lilitu does not have automatically have control over these undead.
Creatures immune to poison effects, Wisdom damage and/or energy drain effects are immune to the specific effects of the Lilitu’s poison.
Deceive Item (Ex): At 3rd level and higher, an aspiring Lilitu gains the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, an aspiring Lilitu can take 10 even if distracted or threatened. This is similar to the Warlock class’s Deceive Item class feature.
Fly (Sp): At 3rd level, the Aspiring Lilitu regains the flight they sacrificed to evolve. At-will, the lilitu can cast fly as the spell, affecting only themselves. Caster level 14th.
Shroud Alignment (Ex): Starting at 5th level, spells and spell-like abilities that have the good descriptor treat an aspiring Lilitu as if their alignment was good. Magic items are similarly fooled, included for the purposes of Deceive Item (see above).
Lilitu Abilities (Sp): At 7th level, the Aspiring Lilitu can use the following spell-like abilities once per day each: dominate person and symbol of persuasion.
Additionally, they can use sending at-will.
The Lilitu’s caster level for these effects equals their total Hit Dice, and the save DCs are Charisma-based.
Quickened Suggestion (Ex): At 9th level, the Aspiring Lilitu gains Quicken Spell-like Ability as a bonus feat, ignoring the normal caster level prerequisite. This bonus feat affects only their suggestion racial spell-like ability. This gives them the ability to use quickened suggestion three times per day.
Lilitu's Gift (Su): At 10th level an Aspiring Lilitu is the living embodiment of heresy and corruption. Once per day, the demon can ritually embrace a willing or helpless living creature as a standard action. This grants the embraced creature a +2 profane bonus to Charisma and a +2 profane bonus on all saving throws for 24 hours or until the target creature is affected by a dispel chaos effect. Until the gift expires or is removed, the affected creature radiates chaos as if their alignment were chaotic. Moreover, the affected creature’s natural weapons and weapons they wield are treated as chaotic-aligned for the purpose of bypassing damage reduction.
As long as the character possesses the Lilitu’s Gift, the Lilitu’s name (written in Abyssal) appears as a tattoo somewhere on the character's body. Most Lilitu take pains to place this mark somewhere that's easily hidden. The recipient of the gift cannot see their own tattoo. As long as the gift remains active, the lilitu can monitor the character's condition and location as if they had placed a status spell on that character. Additionally, the Lilitu can communicate telepathically with the marked character at all times, despite any intervening distance (even across planes), and by concentrating can observe the world around the character as if they were there in the creature’s place.
Lilitus often use this ability to influence and trick a character into performing chaotic or evil acts. Accepting a lilitu's gift is a chaotic act and could have repercussions on the recipient's alignment.
A creature can resist gaining a lilitu's gift by making a Will save. The save DC is Charisma-based, equal to 10 + ½ the Lilitu’s total Hit Dice plus their Charisma bonus.
Author's Notes:
I have always wanted to play a succubus or similar character in a campaign. Succubi and Incubi are one of my favorite monster archetypes (as you can tell in my slightly similar Lamia, Concubi and Hebi-no-Onna monster classes/races). What is ironic, when compared to those other homebrews, is that I started on the Succubus/Incubus and Aspiring Lilitu classes long before them. I just got in a homebrewing mood when adapting the Succubus for 3.5e; and then with the Lilitu I successfully reverse-engineered the base monster as a player option (that wouldn't require like a year of in-game planning to pull off). I don't really have much else to say on them that I haven't said before. Seductive monsters rock, and I hope I can inspire you players and game masters out there to consider using my hyper-fixated creations in your own campaigns! Happy playing!
-- Aboleth Eye