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Marlissa

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Marlissa
Series Dungeons and Dragons
First appearance Wizards.com Fight Club
Created by Robert Wiese
Game information
Gender Female
Race Succubus Bard
Class Medium Outsider
(Chaotic, Demon,
Evil, Extraplanar)
Alignment Chaotic Evil
Setting Any Dungeons and Dragons Campaign

For other uses of the word Succubus, see Succubus (disambiguation).


Marlissa is a Succubus Bard NPC character for the Dungeons and Dragons role playing game created by Robert Wiese who first appeared in a D&D Fight Club article on the Wizards website. She is described as a Succubus who wanders the earth and tempts mortals.

It is said that Marlissa relishes her duty and enthusiastically performs it extremely well. Physically beautiful, she adds bardic abilities to her already formidable natural Succubus ones. Marlissa spends almost all of her time in cities, where mortals live close together, and are generally more susceptible to her. This makes obtaining her personal goals much simpler, and as well easier for her to escape if need be by taking on an unassuming form, and blending into the crowd.


Description

While Marlissa relishes the life energy upon which she feeds, her real purpose is to sway mortal men to evil acts . . . and from there, to a pattern of evil until their souls finally belong to her masters in the Abyss. Thus, she uses her charm powers and stunning looks for these ends first. If a potential victim resists too effectively, she uses her energy drain ability to steal a few levels and moves on to someone more easily tempted. Though capable of fighting quite well herself, Marlissa prefers to charm one or more tough-looking males and use them as her personal escort and guards. She thus wears her rapier mostly for show as part of her role.


Statistics

1st Level Succubus Bard

Name Marlissa
Type Succubus Bard
Challenge Rating 10 [9 succubus, +1 bard level]
Alignment Chaotic Evil
Strength 13
Dexterity 14
Constitution 13
Intelligence 17
Wisdom 14
Charisma 21
Languages Continuous telepathy, continuous tongues effect, Infernal
Hit Dice 6d8 [succubus] +1d6 [bard] +7 [Con]
Hit Points 38
Initiative Modifier +2 (Dex)
Speed 30 ft., fly 50 ft. (average)
Armor Class 21 (+2 Dex, +9 natural)
Attacks 2 claws +7 melee [+6 succubus, +0 bard, +1 Str] (1d3+1) or
Rapier +4/-1 melee [+6 succubus, +0 bard, +1 Str, +1 masterwork weapon,
-4 non-proficient] (1d6+1 [crit 18-20]) or
Light crossbow +8 ranged [+6 succubus, +0 bard, +2 Dex]
(1d8 [crit 19-20], range increment 80 ft.) or
Whip +8/+3 ranged [+6 succubus, +0 bard, +2 Str] (1d2+1 subdual, range 15 ft. fixed)
Face/Reach 5 ft. x 5 ft./5 ft.
Saving Throws Fortitude +6 [+5 succubus, +0 bard, +1 Con]
Reflex +9 [+5 succubus, +2 bard, +2 Dex]
Will +9 [+5 succubus, +2 bard, +2 Wis]
Skills [66 succubus + 7 bard]: Bluff + 11 [+6 succubus, +5 Cha], Concentration + 7 [+6 succubus, +1 Con],
Disguise +11* [+6 succubus, +5 Cha, * +10 when using alternate form ability],
Escape Artist +8 [+6 succubus, +2 Dex], Hide +8 [+6 succubus, +2 Dex],
Knowledge (the planes) +9 [+6 succubus, +3 Int], Listen +16 [+6 succubus, +2 Wis, +8 racial],
Move Silently +8 [+6 succubus, +2 Dex], Perform +9 [+4 bard, +5 Cha],
Ride +8 [+6 succubus, +2 Dex], Search +9 [+6 succubus, +3 Int],
Sense Motive +5 [+3 bard, +2 Wis], Spot +16 [+6 succubus, +2 Wis, +8 racial]
Feats [2 succubus]: Dodge, Mobility
Immune poison and electricity
Resistance Cold, fire, and acid 20
Senses Darkvision 60 ft.
Equipment The bonuses for these items are included in the statistics above.
[7,200 gp for 7th level character] masterwork rapier [320 gp], ring of mind shielding [8,000 gp]
Spell-like abilities (at 12th level sorcerer, save DC 15 + spell level)
At Will charm monster, clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts,
doom, ethereal jaunt (self plus 50 lbs. of objects only), suggestion,
teleport without error (self plus 50 lbs. of objects only)
1/day unholy blight, energy drain, summon a balor with 10% chance of success
Bardic Abilities
Bardic Music 1/day - inspire courage, countersong, fascinate
Bardic Knowledge +4 to check
Bard Spells Known (cast 2 per day, save DC 15): [knows 4 for 1st lvl bard]
detect magic, open/close, prestidigitation, resistance
  • Alternate Form (Su): Can assume any humanoid form from Small to Large size as a standard action. This ability is similar to the polymorph self spell, but only humanoid forms.


4th Level Succubus Bard

Name Marlissa
Type Succubus Bard
Challenge Rating 13 [9 succubus, +4 bard levels]
Alignment Chaotic Evil
Strength 13
Dexterity 14
Constitution 13
Intelligence 17
Wisdom 14 [16 with periapt]
Charisma 22
Languages Continuous telepathy, continuous tongues effect, Infernal
Hit Dice 6d8 [succubus] +4d6 [bard] +10 [Con]
Hit Points 53
Initiative Modifier +6 (+2 Dex, +4 Improved Initiative)
Speed 30 ft., fly 50 ft. (average)
Armor Class 21 (+2 Dex, +9 natural)
Attacks 2 claws +10 melee [+6 succubus, +3 bard, +1 Str] (1d3+1) or
Rapier +7/+2 melee [+6 succubus, +3 bard, +1 Str, +1 masterwork weapon, -4 non-proficient]
(1d6+1 [crit 18-20]) or Light crossbow +11 ranged [+6 succubus, +3 bard, +2 Dex]
(1d8 [crit 19-20], range increment 80 ft.) or Whip +11/+6 ranged [+6 succubus, +3 bard, +2 Str]
(1d2+1 subdual, range 15 ft. fixed)
Face/Reach 5 ft. x 5 ft./5 ft.
Saving Throws Fortitude +8 [+5 succubus, +1 bard, +1 Con, +1cloak of resistance]
Reflex +12 [+5 succubus, +4 bard, +2 Dex, +1 cloak of resistance]
Will +13 [+5 succubus, +4 bard, +2 Wis, +1cloak of resistance, +1 from periapt of wisdom +2]
Skills [66 succubus + 28 bard]: Bluff + 16 [+6 succubus, +4 bard, +6 Cha],
Concentration + 7 [+6 succubus, +1 Con], Disguise +14* [+6 succubus, +3 bard, +6 Cha,
* additional +10 when using alternate form ability], Escape Artist +8 [+6 succubus, +2 Dex],
Gather Information +10 [+5 bard, +6 Cha], Hide +8 [+6 succubus, +2 Dex],
Knowledge (the planes) +9 [+6 succubus, +3 Int], Listen +18 [+6 succubus, +1 bard cc, +2 Wis,
+8 racial, +1 periapt], Move Silently +8 [+6 succubus, +2 Dex], Perform +13 [+7 bard, +6 Cha],
Ride +8 [+6 succubus, +2 Dex], Search +9 [+6 succubus, +3 Int],
Sense Motive +10 [+7 bard, +2 Wis, +1 periapt],
Spot +17 [+6 succubus, +2 Wis, +8 racial, +1 periapt]
Feats [2 succubus, 1 9th lvl character]: Dodge, Improved Initiative, Mobility
Immune poison and electricity
Resistance Cold, fire, and acid 20
Senses Darkvision 60 ft.
Equipment The bonuses for these items are included in the statistics above.
[16,000 gp for 10th level character] masterwork rapier [320 gp], ring of mind shielding [8,000 gp],
periapt of wisdom +2 [4,000 gp], cloak of resistance +1 [1,000 gp], pipes of the sewers [1,150 gp],
three Quaal's feather token—whip [1,500 gp total]
Spell-like abilities (at 12th level sorcerer, save DC 15 + spell level)
At Will charm monster, clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts,
doom, ethereal jaunt (self plus 50 lbs. of objects only), suggestion,
teleport without error (self plus 50 lbs. of objects only)
1/day unholy blight, energy drain, summon a balor with 10% chance of success
Bardic Abilities
Bardic Music (4/day) - inspire courage, countersong, fascinate, inspire competence
Bardic Knowledge +7 to check
Bard Spells Known (cast 3/4/2 per day, save DC 16/17/18): [knows 6/5/4 for 4th lvl bard]
0 daze, detect magic, mage hand, open/close, prestidigitation, resistance
1st cause fear, cure light wounds, expeditious retreat, mage armor, sleep
2nd bull's strength, enthrall, invisibility, sound burst
  • Alternate Form (Su): Can assume any humanoid form from Small to Large size as a standard action. This ability is similar to the polymorph self spell, but only humanoid forms.

7th Level Succubus Bard

Name Marlissa
Type Succubus Bard
Challenge Rating 16 [9 succubus, +7 bard levels]
Alignment Chaotic Evil
Strength 13
Dexterity 14
Constitution 13
Intelligence 18
Wisdom 14
Charisma 22
Languages Continuous telepathy, continuous tongues effect, Infernal
Hit Dice 6d8 [succubus] +7d6 [bard] +13 [Con]
Hit Points 68
Initiative Modifier +6 (+2 Dex, +4 Improved Initiative)
Speed 30 ft., fly 50 ft. (average)
Armor Class 21 (+2 Dex, +9 natural)
Attacks 2 claws +12 melee [+6 succubus, +5 bard, +1 Str] (1d3+1) or
Rapier +9/+4/-1 melee [+6 succubus, +5 bard, +1 Str, +1 masterwork weapon, -4 non-proficient]
(1d6+1 [crit 18-20]) or Light crossbow +13 ranged [+6 succubus, +5 bard, +2 Dex]
(1d8 [crit 19-20], range increment 80 ft.) or Whip +13/+8/+3 ranged [+6 succubus, +5 bard, +2 Str]
(1d2+1 subdual, range 15 ft. fixed)
Face/Reach 5 ft. x 5 ft./5 ft.
Saving Throws Fortitude +12 [+5 succubus, +2 bard, +1 Con, +4 cloak of resistance]
Reflex +16 [+5 succubus, +5 bard, +2 Dex, +4 cloak of resistance]
Will +16 [+5 succubus, +5 bard, +2 Wis, +4 cloak of resistance]
Skills [66 succubus + 49 bard]: Bluff + 19 [+6 succubus, +7 bard, +6 Cha],
Concentration + 7 [+6 succubus, +1 Con], Disguise +17* [+6 succubus, +6 bard, +6 Cha, *
+10 when using alternate form ability], Escape Artist +8 [+6 succubus, +2 Dex],
Gather Information +12 [+7 bard, +6 Cha], Hide +8 [+6 succubus, +2 Dex],
Knowledge (the planes) +10 [+6 succubus, +4 Int], Knowledge (local) +6 [+2 bard, +4 Int],
Knowledge (history) +8 [+4 bard, +4 Int], Listen +18 [+6 succubus, +2, Wis, +1 bard cc,
Wis, +8 racial, +1 periapt], Move Silently +8 [+6 succubus, +2 Dex],
Perform +16 [+10 bard, +6 Cha], Ride +8 [+6 succubus, +2 Dex],
Search +10 [+6 succubus, +4 Int], Sense Motive +10 [+7 bard, +2 Wis, +1 peripat],
Spot +17 [+6 succubus, +2 Wis, +8 racial, +1 periapt], Tumble +5 [+3 bard, +2 Dex],
Use Magical Device +10 [+4 bard, +6 Cha]
Feats [2 succubus, 1 9th and 1 12th lvl character]: Dodge,
Improved Initiative, Leadership, Mobility
Immune poison and electricity
Resistance Cold, fire, and acid 20
Senses Darkvision 60 ft.
Equipment The bonuses for these items are included in the statistics above.
[35,000 gp for 13th level character] masterwork rapier [320 gp], ring of mind shielding [8,000 gp],
periapt of wisdom +2 [4,000 gp], cloak of resistance +4 [1,000 gp], pipes of the sewers [1,150 gp],
boots of elvenkind [2,000 gp], three Quaal's feather token—whip [1,500 gp total]
Spell-like abilities (at 12th level sorcerer, save DC 15 + spell level)
At Will charm monster, clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts,
doom, ethereal jaunt (self plus 50 lbs. of objects only), suggestion,
teleport without error (self plus 50 lbs. of objects only)
1/day unholy blight, energy drain, summon a balor with 10% chance of success
Bardic Abilities
Bardic Music (7/day) - inspire courage, countersong, fascinate,
inspire competence, suggestion
Bardic Knowledge +11 to check
Bard Spells Known (cast 3/5/4/1 per day, save DC 16/17/18/19):
[knows 6/8/8/3 for 4th lvl bard]
0 daze, detect magic, mage hand, open/close, prestidigitation,
resistance
1st cause fear, cure light wounds, expeditious retreat, mage armor,
silent image, sleep, unseen servant
2nd blur, bull's strength, cure moderate wounds, enthrall, hold person,
invisibility, see invisibility, sound burst
3rd displacement, emotion, haste
  • Alternate Form (Su): can assume any humanoid form from Small to Large size as a standard action. This ability is similar to the polymorph self spell, but only humanoid forms.

Design Notes

Here we offer three versions of Marlissa, for varied Challenge Ratings. Her possessions at 1st level are more valuable than usual for a starting character, but the ring of mind shielding is essential to protecting her secret from nosy adventurers with detection spells. In her more advanced incarnations she owns magic items of a value appropriate for an NPC of those levels.

At CR 16, Marlissa has a 12th-level follower (a cohort) who is devoted to her and her protection. This being is not under any magical compulsion; he is just simply and utterly loyal to her. At the DM's discretion, Marlissa may also have a number of underling followers whom she will set upon any attacking party while she escapes. She moves around frequently and can change her appearance at will, so she does not worry about the negative consequences of any survivors talking. See page 45 of the Dungeon Master's Guide for her followers' levels, using her Leadership score of 19. The specifics of her cohort are left to you, and you should work this follower (possibly as a recurring NPC whose master or employer has remained hidden so far) into your campaign or adventure.


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