Alu-fiendAlu-fiends are the offspring of a succubus (alu-demon) or erinye (alu-devil) and a male humanoid (see below). Alu-fiends are always female. The creature looks to a large extend like her humanoid parent. The typical alu-fiend has dark hair, dark eyes, and sometimes a mark of its fiendish parent: small black horns just above her eyes, a tail, or leathery, black wings (see below). Since her natural form is that of a humanoid rather than a fiend (like her mother), alu-fiends are often used as spies in places where true seeing is a common ability (which would immediately reveal a fiend's monstrous true form). Alu-fiends that breed with humanoids produce tieflings, alu-fiends of the same heritage produce alu-fiends. An alu-fiend speaks the language of its base creature and abyssal/infernal, depending on her mother.
Creating an Alu-fiend"Alu-fiend" is a template that can be added to any of the following humanoid creatures (referred to hereafter as the "base creature"): drow, elf, genasi, half-elf, human, and tiefling. Theoretically an alu-fiend of drow heritage might fail Lolth in some way and be made into a drider, which would mean the template could be added to a drider as well. The creature's type changes to "outsider". It uses all of the base creature's statistics and special abilities except as noted here. Speed: As the base creature. There is a 50% chance that an alu-fiend has similar wings as her mother. In this case, the creature has a fly speed of 50 ft. (average maneuverability). AC: Natural armor improves by +1. Attacks: Same as the base creature, plus it gains a pair of claw attacks for 1d4 hit points of damage. Special Attacks: An alu-fiend retains all of the special attacks of the base creature and also gains the following attacks: Alu-fiends with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their level as caster level, as specified in the table below. Unless otherwise indicated, the ability is usable once per day.
Special Qualities:An alu-fiend has all of the special qualities of the base creature, the traits of her father's race plus darkvision with a range of 60 feet unless she already possess darkvision. The creature is immune to poison, and has acid, cold, electricity, and fire resistance 10. She gains damage reduction 5/cold iron or good (if HD 11 or less) or 10/cold iron or good (if HD 12 or more) and her natural weapons are treated as evil aligned weapons for the purpose of overcoming damage reduction. An alu-fiend possesses spell resistance equal to the creature's HD +10 (max. 35). Alternate form (Su): At 9th level, an alu-fiend can assume any humanoid form of Small to Large size as a standard action. This ability is similar to the polymorph self spell, but allows only humanoid forms.
Saves: Same as the base creature. Abilities: Increase from the base creature as follows: Strength +2, Dex +4, Con +2, Int +4, Wis +0, Cha +4. Skills: An alu-fiend has 8 skill points, plus its Intelligence modifier, per Hit Die. Treat skills from the base creature's list as class skills and other skills as cross class. If the creature has a class, it gains skills for class levels normally. Climate/Terrain: Any land and underground. Organization: Same as the base creature. Challenge Rating: Same as the base creature +3. Effective Character Level Modifier: +5. Treasure: Same as the base creature. Alignment: Usually evil (rarely neutral). Advancement: Same as the base creature.
Alu-fiend Characters Alu-fiend humanoids often have a character class, favouring fighters, rogues and sorcerers. Alu-fiend clerics usually serve an evil deity. Sample Alu-fiend (alu-demon)This example uses the drow D'Shair Tanor'Thal (Ftr 2 / Clr 6 / Lasher 1), as the base creature. Her gear has been adjusted to reflect her new ECL with the template. D'Shair Tanor'Thal, half-drow alu-demon (Ftr2 / Clr 6 / Lasher 1), CR 14 Medium-Size Outsider Hit Dice: 2d10+4 plus 6d8+12 plus 1d10+2 (68 hp). Initiative: +10 (+6 Dex, +4 improved initiative). Speed: 30 ft. (no wings). AC: 25 (+1 Natural, +6 Dex, +6 magical mithral chainshirt, +2 adamantine buckler; Flat: 17/19, Touch 16). Attacks: +15/+10 melee (1d6+6/19-20x2 plus spell (bestow curse on STR), +1 mighty [+3] whip-dagger of spellstoring) or +12/+7 melee (1d8+5 +2 heavy mace) or +13/+8 melee (1d4+6/19-20, +3 dagger) or +10/+5 melee touch attack (1d10/1d10 Con Fort DC 16, spider rod), or 5x +5 melee (1d2-2, Fort DC 19 Pain touch, scourge of fangs), or +15 ranged (1d4+1/19-20x2 plus poison Fort DC 17, masterwork hand crossbow). Face/Reach: 5 ft. by 5ft./5 ft. Special Attacks: Alu-fiend spell-like abilities, close combat, drow spell-like abilities, sneak attack +1d6. Special Qualities: Drow traits, drow blood, immunity (poison), resistances (acid, cold, electricity, fire 20), SR 20. AL: Neutral Evil. Saves: Fort +10, Reflex +12, Will +7 (Drow 9). Abilities (base Drow): Str 16 (14), Dex 22 (17), Con 14 (12), Int 16 (12), Wis 15 (15), Cha 19 (15). (Scores in brackets include Drow ability modifiers, not level based ability points.) Skills: Alchemy +5, Balance +9, Craft +6, Concentration +8, Diplomacy +8, Escape Artist +8, Handle animal +6, Hide +16, Jump +5, Knowledge (arcana) +5, Knowledge (Religion) + 9, Move Silently +16, Ride (lizard) +7, Scry +7, Search +5, Spellcraft +9, Spot +8, Tumble +8, Use Rope +8. (Skills with a bonus of less than +5 are not listed here.) Feats: Blind fighting, Improved initiative, Improved unarmed strike, Lightning reflexes, Weapon focus (dagger), Weapon proficiency (exotic whip), Weapon specialization (whip-dagger).
Alu-fiend traits: Immune to poison, resistances, spell-like abilities (1/day unless noted: Darkness (3/day), charm person (3/day), detect thoughts, vampiric touch, alternate form as though cast by a Sor 9). Drow traits: Immune to magic sleep spells and effects; +2 racial bonus to Will saves against enchantment spells or effects; darkvision 120 ft.; entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; +2 racial bonus to Will saves against spells or spell-like abilities; spell-like abilities (1/day - dancing lights, darkness, and faerie fire as though cast by a Sor 9); +2 racial bonus to Listen, Spot, and Search checks (already figured into the statistics given above).
Spell-like ability DC: 14 + spell level. Cleric spells - Domains: Darkness, Drow. Divine Spells (usual array): (5/4/4/2); base DC = 12 + spell level: 0 - detect magic (2), guidance, read magic, resistance; 1st - cloak of dark power*, cure light wounds, divine favor, entropic shield, shield of faith; 2nd - blindness*, bull's strength, hold person, owl's wisdom, spell shield; 3rd - blacklight*, dispel magic, invisibility purge.
Items Carried: +2 mithral chainshirt, +1 mighty [+3] whip-dagger of spell-storing, masterwork hand crossbow, 16 +1 frost bolts, 19 masterwork bolts, +3 dagger, scourge of fangs (4 heads), +2 heavy mace, bag of holding I, boots of elvenkind, drow house insignia (shield, 5 mins duration), piwafwi, potion of cure serious wounds, 2 potions of cure light wounds, scroll of cloak of dark power (2x), scroll of cure disease (2x), spider rod, wand of viscid globs, adamantine buckler. Challenge Rating: 14 (9 +1 drow, +3 alu-fiend). ECL: 16 (9 +2 drow, +5 alu-fiend).
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