Free interactive D&D 5e SRD stat block

Incubus

Medium Fiend, CR 4, AC 15, 66 HP. Neutral Evil.

Medium Fiend, Neutral Evil

AC
15
Initiative
+3 (13)
HP
66 (12d8+12)
Speed
30 ft., Fly 60 ft.
ScoreModSave
STR 8 -1 -1
DEX 17 +3 +3
CON 13 +1 +1
INT 15 +2 +2
WIS 12 +1 +1
CHA 20 +5 +5
Skills
Deception +9 , Insight +5 , Perception +5 , Persuasion +9 , Stealth +7
Resistances
Cold, Fire, Poison, Psychic
Senses
Darkvision 60 ft.; Passive Perception 15
Languages
Abyssal, Common, Infernal, telepathy 60 ft.
CR
4 (XP 1,100; PB +2)

Traits

Succubus Form. When the incubus finishes a Long Rest, it can shape-shift into a Succubus, using that stat block instead of this one. Any equipment it is wearing or carrying isn't transformed.

Actions

Multiattack. The incubus makes two Restless Touch attacks.

Restless Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6+5) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests.

Spellcasting. The incubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Disguise Self, Etherealness
1/Day Each: Dream, Hypnotic Pattern

Bonus Actions

Nightmare (Recharge 6). Wisdom Saving Throw: DC 15, one creature the incubus can see within 60 feet. Failure: If the target has 20 Hit Points or fewer, it has the Unconscious condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it. Otherwise, the target takes 18 (4d8) Psychic damage.

How to run Incubus

An incubus is a social monster first and a fight last. The whole stat block is built for infiltration: Deception +9, Persuasion +9, Stealth +7, Disguise Self at-will, Etherealness at-will, telepathy 60 ft., and the Succubus Form trait that lets it present as either presentation by long rest. The party should know an incubus is in town for two sessions before they ever roll initiative against one.

When combat finally happens, the incubus opens with Nightmare as a bonus action. DC 15 Wisdom save against one creature within 60 ft.; on a failure, if the target has 20 HP or fewer, they fall Unconscious for an hour or until damaged, and otherwise they take 4d8 psychic. That's a fight-ender against a downed PC and a serious tax on a healthy one. It's Recharge 6 so it'll fire roughly once per encounter; pick the moment. After the bonus action, Multiattack is two Restless Touch attacks at +7 for 3d6+5 psychic each, and every hit applies a 24-hour curse that denies short-rest benefits. Even if the party wins the fight, the curse follows them home.

Spellcasting is the escape hatch. Hypnotic Pattern (DC 15 Wisdom save, 30-foot cube) is the panic button when the party closes; one good cast can incapacitate three frontliners and let the incubus walk to the door. Etherealness is the actual exit. The incubus drops onto the Ethereal Plane as an action and is gone, free to return to the party's town next week wearing a new face. Dream is for the long game: a 1/day plant-an-image-in-sleep that lets the incubus continue working a target who the party already drove out of one identity.

Don't run the incubus to the death. They are not soldiers, they are predators with patience. Once Bloodied, the incubus uses Hypnotic Pattern, then Etherealness, and disappears. Give the players a beat where the room goes still and a single black feather is on the floor where the incubus was standing.

The incubus should already have one PC's true name written in a notebook before initiative rolls. That detail does the horror work without a single die.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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