CR 18 (153600 XP)
Female succubus sorcerer 11 (Abyssal)/fatespinner 4
CE Medium outsider (chaotic, demon, evil, extraplanar (Abyss))
Init +6; Senses darkvision 60 ft., detect good; Perception +36
AC 32, touch 20, flat-footed 26 (+5 armor (force), +4 deflection, +6 Dex, +7 natural)
hp 257 (8d10+15d6+161)
Fort +12, Ref +16, Will +21
DR 10/cold iron or good
Immune electricity, fire, poison
Resist acid 10, cold 10
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +14 (1d6+2)
Melee 2 flaming claws +14 (1d6+2+1d6 fire)
Special Attacks claws, energy drain, fickle finger of fate, profane gift
Spell-Like Abilities (CL 12th; concentration +26):
Constant—detect good, tongues
At will—charm monster (DC 28), detect thoughts (DC 26), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 27), greater teleport (self plus 50 lbs. of objects only), vampiric touch
Sorcerer Spells Known (CL 19th; concentration +33):
7th (6/day)—greater scrying (DC 31), plane shift (DC 31)
6th (9/day)—greater dispel magic, repulsion (DC 30), true seeing
During Combat Red Shroud prefers to allow her minions to attack for her, teleporting to a nearby protected location and casting greater scrying upon Ygrax or another minion to observe the fight and learn her foes' tactics as necessary. If this is not an option, she focuses on her various poisons; she has a special joy in using an extended cloudkill centered on herself. If possible, she prefers to capture and subdue or break powerful enemies rather than kill them, to bring their skills under her control.
Morale Red Shroud never fights to the death, instead teleporting, plane shifting, or flying away (in that order) at the first sign of an actual threat to her being.
Str 12, Dex 23, Con 25, Int 22, Wis 14, Cha 39
Feats Agile Maneuvers, Arcane Strike, Combat Reflexes, Eschew Materials, Extend Spell, Flyby Attack, Improved Iron Will, Iron Will, Persuasive, Practiced Spellcaster, Quicken Spell, Skill Focus (Craft [poisonmaking]), Weapon Finesse
Skills Bluff +48, Craft (poisonmaking) +38, Diplomacy +42, Disguise +25, Escape Artist +17, Fly +17, Intimidate +34, Knowledge (arcana) +19, Knowledge (nature) +21, Knowledge (the planes) +32, Perception +36, Sense Motive +28, Sleight of Hand +13, Spellcraft +16, Stealth +17; Racial Modifiers +8 Bluff, +8 Perception
Skill Points 224
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ change shape (alter self, Small or Medium humanoid), deny fate, resist fate, spin fate, strength of the Abyss
Claws (Su): Red Shroud's claws can become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit, for a number of rounds per day equal to 3 + her Charisma modifier.
Deny Fate (Ex): Once per day, on the first occasion when she must make a check to become stable when dying, Red Shroud's stabilization check automatically succeedes.
Energy Drain (Su): A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 28 Will save to negate the suggestion. The DC is 28 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Fickle Finger of Fate (Ex): Once per day as an immediate action, Red Shroud can force any other creature to reroll a roll that it has just made. She must have line of sight to the target.
Profane Gift (Su): Once per day as a full-round action, Red Shroud may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from Red Shroud at a time. As long as the profane gift persists, she can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. She can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).
Resist Fate (Ex): Once per day, Red Shroud can reroll one roll that she has just made.
Spin Fate (Ex): Red Shroud has four points of spin. She may use these points to boost the save DC of a spell she casts, a skill check, attack roll, or saving throw. If applying points to a roll, she must do so before making the roll. Once she uses her spin points, they are gone for the day but replenish when she regains her spells.
Strength of the Abyss (Ex): Red Shroud has a +2 inherent bonus to her Strength.
- Dungeon #148 - Wells of Darkness, pp.59-60