Medium fiend, chaotic evil

Armor Class 17 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft. (fly 60 ft. in fiery form)

12 (+1) 17 (+3) 16 (+3) 16 (+3) 14 (+2) 16 (+3)

Skills Deception +6, Insight +5, Perception +5, Stealth +6
Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Infernal
Challenge 5 (1,800 XP)


  • Compulsive Counting. The soucouyant is fascinated by counting things, especially small particulates like rice. If a line or pile of rice or similar material is within 30 feet, the soucouyant must succeed on a DC 12 Wisdom saving throw or be compelled to move toward the pile and begin counting it. She may attempt a new saving throw each round at the beginning of her turn to overcome this obsession and act normally. She has advantage on this saving throw while in human form.
  • Fiery Form. Once her skin has been removed, a soucouyant takes the form of a floating fiery creature. Her form may be vaguely humanoid or may resemble a floating ball of light. Her flames may be orange or an eerie blue or green but nearly heatless except when using her Fire Streak attack. In this form, she gains immunity to fire damage and sheds light within 5 feet or up to 30 feet, depending how brightly she wishes to glow. She gains a fly speed of 30 feet. She has resistance to nonmagical damage and has advantage on Strength, Dexterity, and Constitution saving throws. She can enter and occupy the space of another creature and can pass through small holes, narrow openings, and even mere cracks, though she treats liquids as solid surfaces. She can’t fall and remains hovering in the air even if stunned or otherwise incapacitated. She can talk but cannot manipulate objects other than her skin or the skin of a creature slain by her blood drain.
  • Grisly Peel. When a soucouyant is peeling off her skin, any living creature that can see her must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute.
  • Innate Spellcasting. The soucouyant’s innate spellcasting ability is Charisma (spell save DC 14). The soucouyant can innately cast the following spells, requiring no components:
  • Shed Skin. During the daytime, the soucouyant appears human (most commonly as an old woman), but at night she assumes her true fiery fiendish form by removing her skin. After the soucouyant peels off her skin, she must place it in a stone mortar and leave it behind. Removing her skin takes 1 round and allows her to use her fiery form ability. Putting it back on takes 1 minute. If a creature finds her shed skin and pours salt into the mortar, she must succeed on a DC 12 Constitution saving throw once per minute or gain one level of exhaustion for each failed save until she dies or recovers her skin. Putting the shed skin back on automatically causes her to gain one additional level of exhaustion. If she cannot return to her skin, she can attempt to avoid death by slaying another humanoid with her blood drain ability and then spending one minute peeling off the victim’s skin and then 1 additional minute putting on that new skin and stealing the victim’s appearance for her own.


  • Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
  • Blood Drain (in fire form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) necrotic damage and the soucouyant moves into the target’s square and the target must succeed on a DC 14 Charisma saving throw or be restrained by the soucouyant’s eldritch flames. The creature can attempt a new saving throw each round on its turn, but as long as it is restrained at the start of each of the soucouyant’s turns the target loses an additional 8 (2d4 + 3) hit points due to blood loss.
  • Fire Streak (in fire form only). Melee Weapon Attack: +6 to hit, reach 5 ft., all targets in a 30-foot line. Hit: 7 (2d6) fire damage, and creatures she hits are outlined in faerie fire for 1 round.


These fiendish hags are spirits of fire who inhabit human form by stealing the skins of their victims and wearing them in a cruel semblance of life. They practice dark magics through pacts with their fiendish patrons, but they primarily live to feed on the blood of mortals (or perhaps to trade particularly choice blood to their fiendish masters in exchange for their favor). They are dangerous witches in the daylight hours, but their true power is usually revealed only at night when they discard their mortal shroud and creep like beings of ghostly fire to bring death and sorrow.

Compulsions. Soucouyants are obsessed with counting, and those who suspect a soucouyant may lurk nearby may try to entice her into revealing herself by placing heaps of rice or stacks of coins or colored stones, especially on the thresholds or windowsills of houses or at crossroads. If the soucouyant finds herself too long distracted and the night is growing short, she might return to her lair rather than hunting the unwary.

Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.

This is not the complete section 15 entry - see the full license for this page