Moving through the door, the party finds themselves in a long room. Inside waiting are two succubi.
They look at the party and tell them that all they really need are two more souls, and their 1,000 year servitude to the Vampire Queen is complete. So they are taking volunteers.
If two characters agree to give up their souls (not likely) all four disappear in a cloud of brimstone.
If the alu-fiends are still alive, they do have souls, but the party would need to trick them somehow into giving their souls to the succubi.
The party can kill the succubi, but they will return in 21 days to do it all over again. If it looks like the party will fight they will simply disappear and return later. They have no treasure and are really prisoners of the Vampire Queen.
These demons are smart and are not fond of combat.
Succubus
Armor Class: 0 [19]
Hit Dice: 6+6*** (33 hp)
Attacks: 2 claws (1d3 x2) or 1 kiss (see below)
Special: Energy drain, demon abilities.
THAC0: 13 [+6]
Movement: 120’ (40’) / fly 180' (60')
Saving Throws: D10 W11 P12 B13 S14 (6+)
Morale: 8
Alignment: Chaotic
XP: 825
Number Appearing: 1 (1d2)
Treasure Type: I, Q (typically)
Succubi are demons (Lilim) that appear as beautiful women. They are not particularly strong, nor do they work well in groups, but they are cunning and exceptionally intelligent.
The succubus's kiss can drain a victim of one energy level (or one point of Constitution).
Succubi have the following demonic powers:
- Become Ethereal at will
- Charm Person
- Clairaudience
- ESP
- Shape-change, humanoid forms only
- Suggestion
- Succubi can also gate in other demons, but there is only a 40% chance the gate will open:
- Type IV (70%)
- Type VI (25%)
- Lord or Prince (5%)
- Succubi never gate in Type V demons due to a long-standing enmity.