скрытьAlu-FiendAn 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
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.
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.
(The Spell Like abilities listed above of mainly from the Succubus parent, the Charms, the Suggestion, Polymorph, Teleport, and Energy Drain replaced the Normal Half-Fiend Spell-like Abilities)
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Energy Drain (Su) The alu-fiend gains an energy drain ability similar to her Succubus mother. Unlike her mother, she can deliver her energy drain with any touch, such as a touch attack in combat or part of a grapple. This is not her preferred method and therefore she is not considered armed (and thus provokes attacks of opportunity from her victim if her victim is armed) unless she takes the Improved Unarmed Strike feat. She can also include an energy drain as part of an unarmed strike (or any strike with a natural weapon she may have in her current form).
The alu-fiend's preferred method of draining a victim’s energy is through more intimate association. If an alu-fiend can trick her victim into a passionate encounter the victim has to make an opposed Sense Motive versus the alu-fiend's Bluff check to realize he has been affected at all. The alu-fiend gains a racial bonus on such Bluff checks equal to her Charisma modifier, effectively doubling her Charisma for the check.
In either case, the alu-fiend can bestow one negative level that persists for 24 hours.
(as from Succubus Parent)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 10, and fire 10.
—Damage reduction: 5/Cold Iron (if 11 HD or less) or 10/Cold Iron(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 is 10+ HD (to a max of 35, optionally DMs may choose to have this part omited)
Abilities: Increase from the base creature as follows: Str +0, Dex +2, Con 0, Int +4, Wis+2, Cha +6.
Skills: An alu-fiend gains skill points as an outsider and has skill points (HD + 3). Do not include Hit Dice from class equal to (8 + Int modifier) x 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 CharactersAlu-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.