Alu-Fiend...any 3rd edition?

Post/Author/DateTimePost
#1

uratoh

Oct 11, 2004 14:40:14
I was flipping through my shiny new (used) copy of the Monstrous Compendium, appendix 1, and noticed the alu-fiend...sort of similar, but not the same as ageneric half-fiend, might even make a decent player character in a planes game...wondering if anyone's gotten the ladies upped to 3rd edition yet.
#2

factol_rhys_dup

Oct 11, 2004 16:40:10
The official 3e answer to alu-fiends and cambions is the half-fiend template. Which is sort of unfortunate, because I'd like some difference between different kinds of fiends. At the same time, I believe that a third-party has come up with them as whole monsters (but not templates). I'm just not sure which one. Maybe Necromancer Games.
#3

uratoh

Oct 11, 2004 16:44:57
bah, now I'm tempted to make up a 2 HD outsider Alu-Fiend thing. darn you wotc and your shortcuts!*


*Uratoh really loves Wotc, and is just rambling.**


**except about the 'Complete' books.
#4

gray_richardson

Oct 11, 2004 19:25:38
I think Tome of Horrors has the Alu-Fiend in it.

My suggestion is to use monster levels from Savage Species. Just pick your base race and tack on an appropriate number of levels of Succubus/Incubus, or Hamatula, or Vrock, Imp, Kyton, Rakshasa or whatever floats your boat.

Not all the fiends are fully statted out with levels in Savage Species, but it has easy rules for creating the ones not listed if you wanted say Balor levels or Pit Fiend levels for instance.

If I may suggest a human or demi-human with about 6 levels of Succubus would make a pretty good Alu-Fiend IMHO.
#5

zombiegleemax

Oct 11, 2004 19:47:45
Yep, old-school cambions and alu-fiends are in the TOH. Including the tanar'ri traits (called demon traits, of course, since Tanar'ri is IP), and the alignment nuance (alu-fiend being usually CE rather than always).
#6

weenie

Oct 13, 2004 4:55:39
ALU-FIEND
Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft., fly 60 ft. (average)
Armor Class: 16 (+2 Dex, +3 natural, +1 light shield), touch 12, flat-footed 14
Base Attack/Grapple: +2/+2
Attack: +1 short sword +5 melee (1d6+1/19-20) or javelin +4 ranged (1d6)
Full Attack: +1 short sword +5 melee (1d6+1/19-20) or javelin +4 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Draw health, spell-like abilities
Special Qualities: Damage reduction 5/cold iron or magic, darkvision 60 ft., poison immunity, resistances (acid 5, cold 5, electricity 5, fire 5), telepathy 100 ft.
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 10, Dex 14, Con 13, Int 14, Wis 8, Cha 19
Skills: Bluff +11, Concentration +4, Diplomacy +9, Intimidate +5, Knowledge (any one) +7, Listen +4, Perform (any one) +9, Profession (any one) +4, Sense Motive +6, Spot +4
Feats: Weapon Finesse
Environment: Lower Planes
Organization: Solitary or pair
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

This comely human female has attractive, powerful features. Its sharp, up-sloping eyebrows, small black horns and leathery wings indicate fiendish origin.

Alu-fiends are the female offspring of a succubus and a human male (or a male of another humanoid race). Though part demon, not all alu-fiends are inherently evil (although alu-fiends of any good alignment are extremely rare). However, alu-fiends tend to be bitter, hateful creatures - even by tanar’ri standards - because of their dual nature. They are as outcasts, neither human nor tanar’ri. Other demons see them as lowly half-breeds without purpose, while mortals think of them as "lesser succubi".

COMBAT
Alu-fiends are aware of their weakness in comparison with true fiends. They rely on their guile and charms to avoid conflict, or rather to delay it until they can isolate their foes and place them in a vulnerable position.
An alu-fiend’s unarmed attacks, as well as any weapons it wields, are treated as magic weapons for the purpose of overcoming damage reduction.

Draw Health (Su): Three times per day, a wounded alu-fiend can make a touch attack against a living creature to inflict 1d8 points of damage, at the same time curing itself of the same amount. Any excess healing is wasted. An alu-fiend at full health cannot use this ability.

Spell-like Abilities: 3/day – charm person (DC 15), darkness, detect thoughts (DC 16), disguise self; 1/day – dimension door, suggestion (DC 17). Caster level 2nd. Save DCs are Charisma-based.
In addition, once the alu-fiend reaches 9th character level, she becomes able to use greater teleport (self plus 50 lb. of objects only) once per day.

Telepathy (Su): Alu-fiends can speak with any living creature within 100 ft. that has a language.

Alu-Fiends as Characters
Alu-Fiends possess the following character traits:

— +2 Dexterity, +4 Charisma
— Medium Outsider. Alu-fiends are usually native to one of the chaos-aligned lower planes, and have the extraplanar subtype when they are not on their home plane.
— An alu-fiend’s base land speed is 30 ft., and has a fly speed of 60 ft. with average maneuverability
— Darkvision out to 60 ft.
— +3 natural armor bonus
— Racial HD: An alu-fiend starts with 2 levels of outsider which grant her 2d8 hit dice, a base attack bonus of +2, and base saving throws of Fort +3, Ref +3, and Will +3
— Racial Skills: An alu-fiend’s outsider levels grant her 2 x (8+Int modifier) skill points. Her class skills are Bluff, Concentration, Diplomacy, Intimidate, Knowledge, Listen, Perform, Profession, Sense Motive, and Spot.
— Racial Feats: An alu-fiend’s outsider levels grant her one feat.
— Special Attacks (see above): Draw health, spell-like abilities.
— Special Qualities (see above): Damage reduction 5/cold iron or magic, darkvision 60 ft., immunity to poison, resistance to acid 5, cold 5, electricity 5, and fire 5, telepathy 100 ft.
— Skills: Alu-fiend’s have a +2 racial bonus on Bluff and Sense Motive checks.
— Automatic Languages: Abyssal, Planar Trade. Bonus languages: Any.
— Favored Class: Sorcerer
— Level Adjustment: +3
#7

weenie

Oct 13, 2004 5:03:23
Cambion
Medium Outsider (Extraplanar)
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 21 (+1 Dex, +5 natural, +5 breastplate), touch 11, flat-footed 20
Base Attack/Grapple: +4/+7
Attack: +1 bastard sword +8 melee (1d10+5/19-20), or composite longbow +5 ranged (1d8/x3)
Full Attack: +1 bastard sword +8 melee (1d10+5/19-20), or composite longbow +5 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron or magic, darkvision 60 ft., poison immunity, resistances (acid 5, cold 5, electricity 5, fire 5), telepathy
Saves: Fort +7, Ref +5, Will +5
Abilities: Str 17, Dex 13, Con 16,
Int 10, Wis 8, Cha 12
Skills: Bluff +10, Climb +6, Concentration +10, Hide +3, Intimidate +10, Jump +6, Listen +2, Move Silently +3, Spot +3
Feats: Iron Will, Power Attack
Environment: Lower Planes
Organization: Solitary or pair
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4

Cambion, Marquis
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 23 (+2 Dex, +5 breastplate, +6 natural), touch 12, flat-footed 21
Base Attack/Grapple: +6/+10
Attack: +1 silver bastard sword +11 melee (1d10+6/19-20)
Full Attack: +1 silver bastard sword +11/+6 melee (1d10+6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +2d6, spell-like abilities
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunities (electricity, poison), resistances (acid 5, cold 5, fire 5), telepathy
Saves: Fort +8, Ref +7, Will +7
Abilities: Str 18, Dex 14, Con 17, Int 12, Wis 10, Cha 17
Skills: Bluff +14, Concentration +12, Hide +13, Intimidate +14, Knowledge (the planes) +10, Listen +9, Move Silently +13, Spellcraft +10, Spot +9
Feats: Iron Will, Power Attack, Stealthy
Environment: Lower Planes
Organization: Solitary or troupe (1-2 plus 4-6 dretches)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium)
Level Adjustment: +5

This fierce humanoid has pitch-black, slightly scaly skin covered with pockmarks, sharply pointed ears, and a mouth filled with sharp fangs. It is equipped with ornate spiked armor and weapons.

In the unlikely event that a tanar’ri impregnates a humanoid female, the mother usually doesn’t survive the birth, and the resulting offspring is usually a cambion.
Cambions, like alu-fiends, are freaks and outcasts. Never accepted in human society and only poorly tolerated in the Abyss, they feel bitter and hateful towards all things. They are selfish, self-centered, and egotistical. However, this attitude has helped them do better in the Lower Planes than the alu-fiends, and made them an excellent choice for assassins.

COMBAT
Cambions fight with no fear or remorse, and take great pleasure in bloodshed, particularly if they are on the winning side. They are cunning enough to contain their bloodlust when necessary.
A standard cambion’s unarmed attacks, as well as any weapons it wields, are treated as magic weapons for the purpose of overcoming damage reduction.

Spell-like Abilities: 3/day – darkness, detect magic, levitate, scare (DC 13); 1/day – alter self, charm person (DC 13). Caster level 4th. Saving throws are Charisma-based.
In addition, once the cambion reaches 9th character level, he becomes able to use greater teleport (self plus 50 lb. of objects only) once per day.

MARQUIS CAMBION
Marquis cambions are fathered by greater tanar’ri, and have at least some status in the Abyss due to their “noble” parentage, unlike their lesser kin. Balors sometimes use marquise cambions as personal guards and advisors.
A marquis cambion’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Sneak Attack (Ex): A marquis cambion can make a sneak attack like a 3rd-level rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the marquis cambion is flanking.

Spell-like Abilities: At will – charm monster (DC 17), darkness, desecrate, detect magic, fear (DC 17), greater teleport (self plus 50 lb. of objects only), levitate, polymorph (self only). Caster level 6th. Saving throws are Charisma-based.

Cambions as Characters
Cambions possess the following character traits:
— +2 Strength, +2 Constitution
— Medium Outsider. Cambions are usually native to one of the chaos-aligned lower planes, and have the extraplanar subtype when they are not on their home plane.
— A cambion’s base land speed is 30 ft.
— Darkvision out to 60 ft.
— +5 natural armor bonus
— Racial HD: A cambion starts with 4 levels of outsider which grant him 4d8 hit dice, a base attack bonus of +4, and base saving throws of Fort +4, Ref +4, and Will +4
— Racial Skills: A cambion’s outsider levels grant him 4 x (8+Int modifier) skill points. His class skills are Bluff, Climb, Concentration, Hide, Intimidate, Jump, Listen, Move Silently, and Spot
— Racial Feats: A cambion’s outsider levels grant him two feats.
— Special Attacks (see above): Spell-like abilities.
— Special Qualities (see above): Damage reduction 5/cold iron or magic, darkvision 60 ft., immunity to poison, resistance to acid 5, cold 5, electricity 5, and fire 5, telepathy 100 ft.
— Skills: Cambions have a +2 racial bonus on Bluff and Intimidate checks.
— Automatic Languages: Abyssal, Planar Trade. Bonus languages: Any.
— Favored Class: Fighter
— Level Adjustment: +4

Marquis Cambions as Characters
Marquis cambions possess the following character traits:
— +4 Strength, +2 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma
— Medium Outsider (Chaotic, Evil). Marquis cambions are usually native to one of the chaos-aligned lower planes, and have the extraplanar subtype when they are not on their home plane.
— A marquis cambion’s base land speed is 30 ft.
— Darkvision out to 60 ft.
— +6 natural armor bonus
— Racial HD: A marquis cambion starts with 6 levels of outsider which grant him 6d8 hit dice, a base attack bonus of +6, and base saving throws of Fort +5, Ref +5, and Will +5
— Racial Skills: A cambion’s outsider levels grant him 6 x (8+Int modifier) skill points. His class skills are Bluff, Concentration, Hide, Intimidate, Knowledge, Listen, Move Silently, Spellcraft, and Spot
— Racial Feats: A cambion’s outsider levels grant him three feats.
— Special Attacks (see above): Sneak attack +2d6, spell-like abilities.
— Special Qualities (see above): Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 5, cold 5, and fire 5, telepathy 100 ft.
— Skills: Cambions have a +2 racial bonus on Bluff and Intimidate checks.
— Automatic Languages: Abyssal, Planar Trade. Bonus languages: Any.
— Favored Class: Rogue
— Level Adjustment: +5
#8

uratoh

Oct 13, 2004 12:10:34
yay! thanks! *hugs*

*proceeds to stat Laharl as a Marquis Cambion with Etna as an Alu-Fiend*

Where would ya stick the Netherworld in the planar cosmos, anyway?
#9

zombiegleemax

Oct 23, 2004 2:25:08
I was flipping through my shiny new (used) copy of the Monstrous Compendium, appendix 1, and noticed the alu-fiend...sort of similar, but not the same as ageneric half-fiend, might even make a decent player character in a planes game...wondering if anyone's gotten the ladies upped to 3rd edition yet.

No, because 3e sucks.
#10

zombiegleemax

Oct 23, 2004 4:44:38
No, because 3e sucks.

Hear, hear.
#11

darkon_slayer

Apr 17, 2007 20:30:19
Why don't your stats for making the character jive with the base stats, the DMG say to sup tract 10 if even number and 11 if odd number but the base creatures have higher stats then your bonuses for play as character
#12

true_atlantean

May 01, 2007 7:17:08
Also check Dragon magazine Issue 355, p10, for the 'quick and dirty' method of creating alu-fiends.
#13

bob_the_efreet

May 01, 2007 15:40:47
She could also be made as a half-succubus using these guidelines.
#14

factol_rhys_dup

May 01, 2007 16:49:35
Also check Dragon magazine Issue 355, p10, for the 'quick and dirty' method of creating alu-fiends.

The "quick-and-dirty" method for creating alu-fiends is not board-appropriate.
#15

elana

May 02, 2007 12:59:49
Hm, if I were to make one, I probably would start with a human half fiend and create a 4 level 2HD class (ike those in savage species) that graduallyenhances the half fiends traits to full Tanar'ri quality and also switches some spell like abilities around.
(The total LA will be +6. +4 for standard half fiend and another +2 for allthose extra abilities like greater teleport)

Such a class would be the advantage of being raised by the Succubus parent, instead of some clueless.
#16

true_atlantean

May 03, 2007 6:14:08
The "quick-and-dirty" method for creating alu-fiends is not board-appropriate.

Excuse my ignorance, but why?
#17

factol_rhys_dup

May 03, 2007 14:23:29
Excuse my ignorance, but why?

Because the process of making a half-fiend, the "quick-and-dirty" way, involves mating with a fiend. Just a little humor that completely fell through.
#18

true_atlantean

May 04, 2007 5:14:54
Because the process of making a half-fiend, the "quick-and-dirty" way, involves mating with a fiend. Just a little humor that completely fell through.

The main reason I didn't want to take it as humorous was because I was afraid that the title (quoted from the magazine) would be misinterpreted.

Wry smile.