b'Daimon, Empusa \n'b'  Family:   Daimons  \n'b'\n'b'  Medium   fiend  (infernal),  chaotic evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  33 (6d8 + 6)  Speed  30 ft., fly 50 ft.\n'b' STATS STR: 13 (+1) DEX:  13 (+1)  CON:  13 (+1)  INT:  16 (+3)  WIS:  14 (+2)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Immunities  electricity, poison  Damage Resistances  acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   poisoned   Skills   Deception  +7,  Perception  +4  Senses   darkvision  60 ft., passive  Perception  14  Languages  Common, Infernal  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Telepathic Bond . The empusa ignores the range restriction on its telepathy when communicating with a creature it has  charmed . The two don\xe2\x80\x99t even need to be on the same plane of existence. \n'b'  Shapechanger . The empusa can use its action to  polymorph  into a Small or Medium humanoid, bull, mule, or dog, or back into its true form. Without wings, the empusa loses its flying speed. Other than its  size  and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'  Actions \n'b'   Multiattack . The empusa makes two  melee attacks , or it makes one  melee attack  and teleports before or after the  attack . \n'b'  Claws .  Melee Weapon Attack : +3 to hit, reach 5 ft., one creature.  Hit : 6 (2d4 + 1) slashing damage. Instead of dealing damage, the empusa can grapple the target (escape DC 11). \n'b'  Bite .  Melee Weapon Attack : +3 to hit, reach 5 ft., one willing creature, or a creature that is  grappled  by the empusa, incapacitated, or  restrained .  Hit : 4 (1d6 + 1) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the empusa regains  hit points  equal to that amount. The reduction lasts until the target finishes a  long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b'  Teleport . The empusa magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. \n'b'  Charm . One humanoid the empusa can see within 30 feet of it must succeed on a DC 12  Wisdom  saving throw or be magically  charmed  for 1 day. The  charmed  target obeys the empusa\xe2\x80\x99s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this empusa\xe2\x80\x99s Charm for the next 24 hours. The empusa can have only one target  charmed  at a time. If it charms another, the effect on the previous target ends. \n'b'  About \n'b' What you at first took for a beautiful woman reveals itself to be much worse; its hair is a crown of flames and its legs are strange-one leg is made of brass, the other is a donkey\xe2\x80\x99s leg. \n'b' Empusa are daimons spawned of Hades who shapeshift into beautiful women to get close enough to their prey, only to drain them of blood during an intimate moment. \n'b' Empusa are crafty opponents but avoid direct confrontations. Should one be discovered, cursing vociferously at it is sometimes enough to dispel the creature entirely. \n'b'  Blessed of Hecate . Empusa are sacred to Hecate. In Infernus, they dwell on the Second Circle, using their charms to lure the lustful to their doom.'