Still under construction.
The following fiend is inspired by succubi from World of Warcraft.
FEL'FATALE CR 4
NE Medium outsider (evil, extraplanar, fel'fiend)
Init +3; Senses darkvision 180 ft., low-light vision, see in darkness, Perception +13
AC 16, touch 16, flat-footed 13 (+3 Dex, +3 deflection)
hp 32 (5d10+5); regeneration 1d2–1 (any)
Fort +4, Ref +7, Will +5; +4 vs. disease and poison
DR 5/magic; SR 15; Immune ability drain (taken as ability damage),
death by massive damage, death effects, energy drain, paralysis,
petrification, phantasms, involuntary polymorph effects, sleep effects
Resist acid 5, cold 5, electricity 5, fire 5, negative energy damage 5,
psychic energy damage 15, sonic 5
Defensive Abilities cosmic defiance, unearthly grace
Speed 40 ft., fly 40 ft. (poor), climb 20 ft., swim 30 ft.
Melee +1 netherlash +8/+8 touch (1d8+4 dusk'decay)
Melee 2 slams +8 (1d3)
Space 5 ft.; Reach 5 ft. (15 ft. w/ netherlash)
Spell-like Abilities (CL 6th, concentration +9)
At will— invisibility (self only)
1/minute— seduce (DC 16, see below)
Special Attacks cosmic strike, netherlash, rapid lash, sneak attack +3d6
Str 10, Dex 17, Con 12, Int 13, Wis 13, Cha 17
Base Attk +5; CMB +8; CMD 18
Feats Great Fortitude, Improved Feint, Shadow Strike
Racial Bonus Feats Agile Maneuvers, Combat Casting,
Conceal Scent, Diehard, Endurance, Lurker in Darkness,
Weapon Finesse, Weapon Focus [scorpion whip], Whip Mastery
Skills Acrobatics +11, Bluff +11, Climb +12, Escape Artist +8,
Fly +7, Knowledge (planes) +5, Perception +13, Sense Motive +13,
Sleight of Hand +7, Spellcraft +9, Stealth +7, Swim +12
Racial Modifiers +4 Perception, +4 Sense Motive
Languages Abyssal, Common, Infernal, Undercommon; telepathy 300 ft.
SQ concealed alignment, cosmic tolerance, gliding wings,
no breath, trackless step
Concealed Alignment (Ex) Fel'fiends radiate no alignment aura. This affects only alignment detection, not effects that cause harm or are otherwise based on alignment.
Cosmic Defiance (Ex) When and wherever it is advantageous for them, stunned or cowering fel'fiends are only considered dazed.
Cosmic Strike (Su) The natural weapons of fel'fiends, as well as any weapons they wield, are considered ghost touch seaborne weapons and overcome all forms of damage reduction based on magic, alignment or material.
Cosmic Tolerance (Su) Fel'fiends adapt to hostile environments as per adapt body (psionic power).
Netherlash (Su) As a free or immediate action, a fel'fatale may evoke a single netherlash it can hold in one hand without harm. Any netherlash evoked with this ability ends when no longer held by its evoker or its evoker evokes another.
A netherlash is a supernatural evocation effect and a scorpion whip that gains a +1 enhancement bonus per 4 effective caster levels. Anyone evoking a netherlash may wield it proficiently to deliver melee touch attacks and attempt combat maneuvers. Each netherlash must be evoked to correspond with a size of scorpion whip its evoker can wield in one hand without penalty. A netherlash of medium size deals a 1d8 base amount of dusk'decay damage. Strength does not apply to such damage. One applies their Charisma modifier to the damage they deal with any netherlash attack. While not subject to resistance or immunity, dusk'decay damage is considered acid damage.
Rapid Lash (Ex) A fel'fatale may use a whip during a full attack action to make one additional attack at its highest base attack bonus. Doing so imposes a –2 penalty on all attack rolls one makes using that action.
Seduce (Sp) As calm emotions, but only with respect to one humanoid or monstrous humanoid target, rather than creatures in an area. While this effect remains active, its subject is also staggered. The save DC of this Charisma-based spell-like ability increases by 1 per 2 caster levels beyond the first 4.
Sneak Attack (Ex) A fel'fatale has a sneak attack identical to a rogue with a class level equaling its racial Hit Dice. This ability stacks with any sneak attack damage one might gain through taking rogue levels.
Unearthly Grace (Su) A fel'fatale adds its Charisma bonus (if any) as a deflection bonus to AC when wearing no armor.