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Alu-Fiend
An Alu-fiend is an offspring of
a succubus and an humanoid creature. It looks similar to the mortal parent,
but always displays some sign of its succubus parent: glowing eyes, clawlike
hands, teeth of a carnivore, and a smell of sulfur or ash are the most
common attributes. An alu-fiend also has small bat wings.
Most alu-fiends are evil, but
some – typically offspring of good-aligned humanoids – are neutral or even
good. Alu-fiends have a reputation for being skilled sorcerers.
Creating an Alu-Fiend
“Alu-fiend” is an inherited
template that can be added to any living, humanoid creature with an
Intelligence score of 4 or more, a size of large or smaller and nongood
alignment (referred to hereafter as the base creature).
An alu-fiend uses all the base
creature’s statistics and special abilities except as noted here.
Size and Type:
The creature’s type changes to
outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is
unchanged. Alu-fiends are normally native outsiders.
Speed: An alu-fiend has small bat wings. Unless the base creature has a better
fly speed, the creature can fly at the base creature’s base land speed
(average maneuverability).
Armor Class: Natural armor improves by +1 (this
stacks with any natural armor bonus the base creature has).
Attack: An alu-fiend uses two claw attacks as natural attacks, but prefers to
use manufactured weapons.
Full Attack: A half-fiend fighting without weapons
uses both claws when making a full attack. If armed with an one-handed
weapon, it usually uses the weapon as its primary attack and one claw attack
as a natural secondary attack.
Damage:
Alu-fiends have a claw attack. If the base creature does not have this
attack form, use the damage value in the table below. Otherwise, use the
values below or the base creature’s damage value, whichever are greater.
|
Size |
Claw Damage |
|
Fine |
— |
|
Diminutive |
1 |
|
Tiny |
1d2 |
|
Small |
1d3 |
|
Medium |
1d4 |
|
Large |
1d6 |
Special Attacks:
An alu-fiend retains all the
special attacks of the base creature and gains the following special attack.
Spell-Like Abilities: An alu-fiend has spell-like abilities
depending on its Hit Dice, as indicated on the table below. The abilities
are cumulative. Unless otherwise noted, an ability is usable once per
day. Caster level equals the creature’s HD, and the save DC is
Charisma-based.
|
HD |
Abilities |
|
1–2 |
Darkness
3/day |
|
3–4 |
Charm Person |
|
5–6 |
Polymorph (humanoid form
only) 3/day |
|
7–8 |
Vampiric Touch |
|
9–10 |
Suggestion |
|
11–12 |
Greater teleport (self plus
50 pounds of objects only) |
|
13–14 |
Unholy aura
3/day, Charm Monster |
|
15–16 |
Summon Monster VIII (Vrock
only) |
|
17–18 |
Summon Monster VIII (Tanar’ri
only) |
|
19–20 |
Mass Charm Monster |
Special Qualities:
An alu-fiend has all the special
qualities of the base creature, plus the following special qualities.
—Darkvision out to 60 feet.
—Immunity to poison.
—Resistance to acid 10, cold 10,
electricity 20, and fire 10.
—Damage reduction: 5/magic (if
11 HD or less) or 10/magic (if 12 HD or more).
—A half-fiend’s natural weapons
are treated as magic weapons for the purpose of overcoming damage reduction.
—Spell resistance equal to
creature’s HD + 10 (maximum 35).
Abilities: Increase from the base creature as
follows: Str +0, Dex +2, Con +2, Int +4, Wis+2, Cha +6.
Skills: An alu-fiend gains skill points as an outsider and has skill points
equal to (8 + Int modifier) x (HD + 3). Do not include Hit Dice from class
levels in this calculation—the alu-fiend gains outsider skill points only
for its racial Hit Dice, and gains the normal amount of skill points for its
class levels. Treat skills from the base creature’s list as class skills,
and other skills as cross-class.
Challenge Rating: HD 4 or less, as base creature +1; HD
5 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Usually evil (any).
Level Adjustment: +4.
Alu-Fiend Characters
Alu-fiend usually have a
character class, preferring bards, rogues, and sorcerers. Their favored
class depends on the base creature, but alu-fiends always have sorcerer as
an additional favored class.
Clerics are rare among them, as
alu-fiends are seen as outcasts and inferior freaks and thus are not
accepted by the vain and arrogant evil powers. The few that exist, however,
show a distinct talent for this career. They typically serve secretive and
vengeful deities such as Vecna, Lolth and Wee-Jas (from
Greyhawk) and Cyric, Mask and
Shar (from the Forgotten Realms
Campaign Setting), Beshaba or Loviatar (both from
Faiths and Pantheons). They
might also worship demon lords or other abyssal powers, with Graz'zt being
an obvious favorite.
The alu-fiend template can be
adjusted to a racial class, beginning with a level adjustment of +1 (being
roughly equivalent to a tiefling) and developing further powers as up to
three additional levels are invested into the racial class.
|
LA |
Attributes |
Special Qualities |
|
|
+1 |
Int+2, Cha+2 |
Darkvision, Resistance to
acid 5, cold 5, electricity 10, fire 5 |
|
|
+2 |
Dex+2, Cha+2 |
Wings, Resistance to acid
10, cold 10, electricity 20, fire 10 |
|
|
+3 |
Con+2, Wis+2 |
Damage reduction |
|
|
+4 |
Int+2, Cha+2 |
Spell resistance, Spell-like
abilities |
|
|