SUCCUBUS statistics for AD&D

Succubus Racial Statistics

  ADJUSTMENTS.  +1 Intelligence, +2 Charisma; -1 Strength, -1
Constitution, -1 Wisdom
  ABILITIES.  Charm person, ESP, clairaudience, suggestion, shape
change, cause darkness (5' rad), energy drain (kiss - one life
level)
  MOVEMENT BASE. 12", Flight:  18"
  LANGUAGES.  Common
  CLASS RESTRICTIONS AND MAXIMUM LEVELS.  Fighter:  10, Thief: 
10, Assassin:  15, Magic-User:  15
  USABLE WEAPONS.  Dagger, Short Sword
  USABLE ARMOR.  None
  ARMOR CLASS AND MAGIC RESISTANCE.  The succubus' has a base
armor class of 5, and a base magical resistance of 10%.  Every 3
experience levels after level 3, the succubus gains a +1 AC
bonus, and a +5% to her magic resistance.

TABLE I: Armor Class and Magic Resistance Table

     Level     AC*  Unarmed Damage**    Magic Resistance
     -----     --   --------------      ----------------
      1-3      5         1d3                 10%
      4-6      4         1d3                 15%
      7-9      3         1d4                 20%
     10-12     2         1d4                 25%
     13-15     1         1d6                 30%

*    In addition to Dexterity Modifiers
**   In addition to any Hand-to-Hand combat damage modifiers

The Succubus' statistics have been reduced, due to the fact of
being out of their natural "element" for so long.  Their magical
powers are somehow linked to their continued presence in the
underworld.

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SUCCUBUS -- Demi-human character class for D&D

Description

The succubus is a very attractive female daemon, standing
approximately 6' tall, and weighing about 130 pounds.  They
appear to be normal human female, yet the horns on her head and
the leathery bat-like wings give away her true identity.  They
are crafty, and have been known to seduce lawful men into doing
evil.
  Player character succubi (plural for succubus) are a little
more "good" than true succubi, though still inherently evil. 
They have been cast out of their dwelling, and are adventuring to
regain their "innocence" and be granted another chance at
paradise.

Other Details

  ALIGNMENT.  Succubi are only of Chaotic alignment.
  PRIME REQUISITES.  The succubus' PRs are Charisma and Wisdom
(since they are both beautiful and witty).  A succubus with both
Charisma and Wisdom scores of 14 or more gain a bonus to
experience points earned during an adventure.
  MINIMUM SCORES.  A succubus character must have a Charisma
score of 14 or more when first played.
  SUCCUBUS SAVING THROWS.  Succubi save as a Dwarf of the same
level.

TABLE I:  Succubus Experience Table

      Level     Title                  XP     HD (d6)
      -----------------------------------------------
        1       Succubus                  0     1      
        2       Red Seducer           2,000     2
        3       Black Seducer         4,000     3
        4       Dark Seducer          8,000     4
        5       Red Princess         16,000     5
        6       Black Princess       32,000     6
        7       Dark Princess        64,000     7
        8       Red Mistress        128,000     8
        9       Black Mistress      256,000     9
       10       Dark Mistress       512,000    10

  TO-HIT ROLLS.  A succubus rolls to hit as a Cleric of the same
level.
  HIT DICE.  A six-sided die (1d6) is used to determine a
succubus' hit points.  A succubus starts with 1-6 hit points
(plus Constitution bonus, if any) and gains 1d6 more hit point
(plus bonus) with each Level of Experience. 
  ARMOR.  A succubus cannot wear any armor.  Her Armor Class
improves with her Level of Experience.  She may wear magical
protection that is not armor -- rings, bracelets, etc.
  WEAPONS.  A succubus may only use a dagger or a short sword.

Special Abilities

A succubus, due to her nature, has several different abilities,
mostly magical in nature.

  NATURAL WEAPONRY.  A succubus' claws can be used to inflict 1-4
(1d4) points of damage.
  NATURAL ARMOR CLASS.  Due to a succubus' heritage, her armor
class improves with her Level of Experience.  Her Base Armor
Class is 7, and increases by 1 point per 2 Levels of Experience,
starting at level 3.  For example:  a Level 5 succubus has an
Armor Class of 5.  She may include her Dexterity bonus in this
base armor class.
  MAGIC RESISTANCE.  Succubi are naturally resistant to magic,
able to shake off the effects of damaging spells, and others that
would cause her harm.  She can "turn off" this power to receive
the effects of a beneficial spell.  She has a base Magical
Resistance of 10%.  This means that when a spell is cast at her,
she rolls the percentile dice.  If the roll is less than or equal
to her Magic Resistance, the spell fails (this includes magical
items like wands, scroll, staves, but NOT magical weapons such as
swords, bow, axes).  This Magical Resistance increase by 5% per 2
Levels of Experience, starting at level 3.  For example:  a Level
5 succubus would have a Magical Resistance of 20%.

TABLE II:  Armor Class and Magic Resistance Reference Table

                   Level     AC        MR
                   -----------------------
                    1-2      7         10%
                    3-4      6         15%
                    5-6      5         20%
                    7-8      4         25%
                    9-10     3         30%

  FLIGHT.  In addition to moving at a base rate of 12", succubi
can fly via their wings at a rate of 18".
  CHARM PERSON.  The succubus can charm a person, following the
rules of the spell, who has a Charisma score of less that the
succubus' own Charisma score.
  ESP.  The succubus can read the thoughts of people, as per the
rules of the spell.
  CLAIRAUDIENCE.  The succubus can hear the area surrounding
another person, according to the spell.
  SHAPE CHANGE.  As per the spell, the succubus can shape change
into an animal or person of the same size and mass.
  DARKNESS.  Akin to the spell, the succubus can cause Darkness
in a 5' radius.
  ENERGY DRAIN.  As described in the D&D Basic Set Rulebook, the
succubus can drain an Experience Level from a target by kissing
them (depending on the succubus' Charisma score, the target may
be willing or not).  Unlike a normal monster's Energy Drain, the
target of a Player Character's Energy Drain can roll a Save vs.
Paralysis to negate the effect of the drain.

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