AC 14 (natural armor)
HP 78 (12d8 + 24; bloodied 39)
Speed 30 ft., fly 60 ft. (true form only)
Proficiency +2; Maneuver DC 13
Skills Deception +7 (+1d4), Insight +5, Perception +5, Persuasion +7 (+1d4), Stealth +5
Damage Resistances cold, fire, lightning, poison; damage from nonmagical weapons
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Infernal, telepathy 60 ft.
Cloaked Mind. When subjected to a divination effect that detects fiends or alignment, the malcubus makes a DC 15 Charisma saving throw . On a success, the malcubus’s nature is not detected.
Evil. The malcubus radiates an Evil aura.
Telepathic Bond. The malcubus can communicate telepathically with a charmed creature over any distance, even on a different plane of existence.
ACTIONS
Claw (Malcubus Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.
Charm. The malcubus targets one humanoid on the same plane of existence within 30 feet, forcing it to make a DC 15 Wisdom saving throw . On a failure, the target is magically charmed for 1 day or until the malcubus charms another creature. The charmed creature obeys the malcubus’s commands. The creature repeats the saving throw whenever it takes damage or if it receives a suicidal command. If a creature’s saving throw is successful or the effect ends for it, it is immune to any malcubus’s Charm for 24 hours.
Draining Kiss. The malcubus kisses a willing or charmed creature. The target makes a DC 15 Constitution saving throw , taking 22 (4d10) psychic damage on a failed save or half damage on a success. The target’s hit point maximum is reduced by the same amount until it finishes a long rest, and the malcubus regains hit points equal to the same amount. If the target is charmed by the malcubus, the charm ends.
Etherealness. The malcubus magically travels to the Ethereal Plane. While on the Ethereal Plane, the malcubus can see and hear into the Material Plane and can choose to make itself audible and hazily visible to creatures on the Material Plane. If a humanoid on the Material Plane invites the malcubus to do so, the malcubus can use an action to magically travel from the Ethereal Plane to the Material Plane.
Dream (1/Day). While on the Ethereal Plane, the malcubus magically touches a sleeping humanoid that is not protected by a magic circle or protection from evil and good spell or similar magic. While the touch persists, the malcubus appears in the creature’s dreams. The creature can end the dream at any time. If the dream lasts for 1 hour, the target gains no benefit from the rest, and the malcubus can use Charm on the creature even if it’s on a different plane of existence.
BONUS ACTIONS
Shapeshift. The malcubus magically changes its form to a Medium or Small humanoid or into its true form. It can fly only in its true form. While shapeshifted, its statistics are unchanged except for its size and speed. Its equipment is not transformed. It reverts to its true form if it dies.
REACTIONS
Living Shield. When a creature the malcubus can see hits it with an attack, the malcubus can give an order to a creature charmed by it within 5 feet. The charmed creature uses its reaction, if available, to swap places with the malcubus. The attack hits the charmed creature instead of the malcubus.
Combat
The malcubus tries to avoid combat. When it can’t, it charms an opponent, giving orders to it and using it as a living shield. Once it has charmed a creature, it uses its claws. When bloodied, it uses Charming Kiss. It flees to the Ethereal Plane only in dire straits, since it may have difficulty returning.
Names
Adria, Adone, Lilin, Mara, Nameh, Lilin, Sabin
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 A malcubus is a shape-changing fiend that tempts mortals to their destruction. Malcubi are also called incubi or succubi.
DC 15 Malcubi prefer controlling things behind the scenes rather than fighting. If forced into battle, malcubi are difficult to kill with normal weapons or with cold, fire, lightning, or poison.
DC 20 Malcubi can enter the Material Plane only if a mortal invites them in. Once they have arrived, malcubi are difficult to get rid of.
Malcubi, also called incubi or succubi, are winged fiends native to the Lower Planes. They are neither demons nor devils, though they happily work with either in order to seduce and corrupt mortals.
Malcubi are shapechangers. In their true form, they resemble humanoids with bat wings and claws, and they sometimes have small horns and a tail. Outside the Nine Hells, they rarely reveal their true appearances. Instead, they take on whatever humanoid form is most pleasing to their intended victim.
Beguiling Temptation. A malcubus is a patient, subtle corruptor. The fiend visits its victim from the Ethereal Plane, whispering in their dreams and offering up visions of forbidden pleasures. After weeks or even months, a malcubus appears to its victim in their waking hours as well, prodding them to surrender to their temptations. Infidelity, embezzlement, and other breaches of trust are the malcubus’s favorite sins, as each transgression plants seeds of resentment inside the hearts of others, creating an ever-growing web of potential victims. Although a malcubus can magically charm a victim, it often chooses not to: evil acts committed without magical compulsion have a sweeter savor.
Inviting Disaster. A malcubus can enter the Material Plane from the Ethereal if invited by its victim of their own free will. Once there, the malcubus serves its victim as a confidant, advisor, or companion, using its beauty and charm to tempt them to ever-darker deeds. A malcubus draws out its victim’s destruction as long as possible, feeding off the negative energy created by the slow corruption of the victim’s soul, content to let its target dig their own early grave.
1 In humanoid form, flirts with a character they’ve been ordered to spy upon
2 In humanoid form, running a spy ring; offers a stealthy character money in exchange for information
3 In humanoid form, dressed as a noble; from a balcony or carriage, blows a kiss to a potential victim
4 In humanoid form, luring a noble or rich merchant to a secluded location away from their bodyguards
5 Has stolen the identity of a local noble or celebrity; acts fairly characteristically, although perhaps wittier than normal
6 In humanoid form, playing the role of an important NPC’s new lover or fiancee
7 In humanoid form, acting as an evil NPC’s new henchman or good NPC’s disciple
8 In true form, flying away from the scene of its latest tragic triumph
In Hell and the Abyss, malcubi scheme and spy among other fiends. On the Material Plane, they spread destruction by corrupting virtuous heroes and influential leaders.
CR 3–4 malcubus
Treasure pearl earring (250 gp), half of a gold heart-shaped locket (12 gp), chime of opening
CR 5–10 2 malcubi ; malcubus with cambion , doppelganger , or night hag ; malcubus with duped knight , noble , or priest and 1d4 + 4 commoners or guards
Treasure gold tiara or coronet (750 gp), gold and amethyst locket containing a lock of hair (250 gp), passionate letters, 2 philters of love , medallion of thoughts
CR 11–16 malcubus with duped champion warrior , high priest , or holy knight and 1d4 + 4 acolytes , commoners , guards , or nobles
Treasure emerald ring (2,500 gp), manuscript of masterpiece poems (750 gp), magical rose that never wilts (750 gp), potion of invisibility , ring of free action
Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.