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.
Level | Abilities | Level | Abilities |
---|---|---|---|
1-2 | Darkness 3/day | 11-12 | Suggestion |
3-4 | Charm Person 3/day | 13-14 | Dimension Door |
5-6 | Detect Thoughts | 15-16 | Unholy Blight |
7-8 | Vampiric Touch | 17-18 | Vampiric Touch 2/day |
9-10 | Alternate Form (as succubus) | 19+ | Dimension Door 2/day |
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.
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).
© T. Tyrmi & P. Basedau