Treacherous Concubine

Treacherous Concubine Treacherous Concubine Being infiltrated and fooled is a common fear, and many dreams reflect that terror. The treacherous concubine was a dream that infiltrated a prince’s court, getting closer and closer to him in a guise created specifically to draw his attention. Those who challenged her position disappeared, or were driven away after being confronted by a horrific figure. The prince eventually fell for the mysterious woman, letting her into his closes proximity, only to be driven to the breaking point with terror when she revealed her true form. The concubine then disappeared, but others have taken her place, repeating the process. Any mysterious person who seeks to get close to an authority figure may be this dream, getting close for the sole purpose of invoking terror in someone drawn to their beauty.
The creature can take the form of any person, customizing the appearance to the likes of the target after several rounds of investigation. When it reveals its true form, either for battle or to bring terror to its prey, the only great distinction is the mass of semi-transparent tendrils that sprout from its back. These tendrils can assault the mind as easily as the body, and while in its true form it sparks intense fear in those around it. It rarely stays around for a fair fight, taking pleasure in the fear it causes then retreating to survive and repeat the process on a new victim.
This is obviously just a variant succubus, only built around fear rather than charm. You could make it a proper fiend and supplement your succubi with them, perhaps finding a more appropriate name for a general fiend. Perhaps cautimor, if you want to use some mangled Latin. Originally from the Dreamblade base set.
5th Edition
Trecherous Concubine Medium aberration (hellbred, shapechanger), unaligned Armor Class 13 Hit Points 82 (11d8 + 33) Speed 30 ft. Str 8 (-1) Dex 17 (+3) Con 16 (+3) Int 12 (+1) Wis 10 (+0) Cha 17 (+3) Saving Throws Dex +5, Cha +5 Skills Deception +5, Insight +2, Persuasion +5 Damage Resistances psychic Condition Immunities charmed, frightened Senses passive Perception 10 Languages any two languages Challenge 4 (1100 XP) Hellbred. The trecherous concubine is treated as a fiend as well as an aberration. Actions Multiattack. The trecherous concubine can use its Frightful Presence. It then makes two attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. Unnerving Tendril (True Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 7 (2d6) psychic damage. A frightened creature must make a DC 13 Wisdom saving throw. On a failure, the target must use its reaction (if it is available) to move its speed away from the concubine. The creature doesn’t move into obviously dangerous ground, such as fire or a pit. Frightful Presence (True Form Only). Each creature of the treacherous concubine’s choice that is within 60 feet of the concubine and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, attacks made against the target have advantage, and the target has disadvantage on Strength, Dexterity, and Constitution saving throws. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the concubine’s Frightful Presence for the next 24 hours. Shapechange. The concubine polymorphs into a Small or Medium humanoid, or back to its true form. Its statistics, other than its size, are the same in each form Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
13th Age
Treacherous Concubine 4th level caster [aberration] Initiative: +9 Unnerving Tendril +10 vs. AC – 10 damage. Natural Even Hit: The target also takes 4 ongoing psychic damage. Natural Odd Hit: The target pops free from the concubine. R: Induce Panic +10 vs. MD (one nearby or far away enemy) – 8 psychic damage and the target can’t move to engage the concubine, and takes a -2 penalty to all defenses (save ends). Fear: While engaged with this creature, enemies with 18 hp or fewer are dazed and do not add the escalation die to their attacks. AC 19 PD 14 MD 18 HP 50

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