15 (natural armor)
82 (15d8 + 15)
walk 20 ft., fly 60 ft.
Acrobatics +9, Deception +11, Insight +7, Perception +7, Persuasion +11, Stealth +9
Cold, Fire, Lightning, Poison; Bludgeoning, Piercing or Slashing damage from non-magical attacks
darkvision 60 ft.
Abyssal, Common, Infernal, Telepathy 60 ft.
5
The incubus pirate can use its action to polymorph into a small or medium humanoid, or back into its true form. Without wings, the fiend 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't transformed. It reverts to its true form if it dies.
The incubus pirate can nimbly dodge out of the way of certain area effects. When it is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the incubus pirate instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
The incubus pirate deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of his that isn't incapacitated and the incubus pirate doesn't have disadvantage on the attack roll.
The incubus pirate ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
The incubus pirate makes two melee attacks with its scimitar or claw.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
One humanoid the incubus pirate can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the incubus pirate's 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 the incubus pirate's charm for the next 24 hours. The incubus pirate can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
The incubus pirate kisses a creature charmed by it or a willing creature. The target must make a DC 16 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
As a bonus action, the incubus pirate magically enters the Ethereal Plane from the Material Plane, or vice versa.