Alu-fiend
by Jim BobbIn continuation of the "Children of the Immortals", here are OD&D Alu-fiends, female offspring of Immortal and Exalted Fiends and mortals.
Alu-fiend*
Armour Class: 5 (base) or better
Hit Dice: 2*** (M)
Move: 120' (40')
Fly: 150' (50')
Attacks: 1 weapon or spell
Damage: by weapon or spell
No. Appearing: 1-2 (1-2)
Save As: Fighter 2
Morale: 7
Treasure Type: V (G)
Intelligence: 14
Alignment: Neutral or Chaotic
XP Value: 35
MU1: 40 MU7: 2,450
MU2: 40 MU8: 3,400
MU3: 65 MU9: 5,100
MU4: 275 MU10: 5,500
MU5: 800 MU11: 5,900
MU6: 1,400 MU12: 6,500Monster Type: Humanoid (Very Rare)
Alu-fiends, the horrid female offspring of fiends and mortals, look like comely females of their mortal parent's race with attractive, powerful features. Only their sharp, up-sloping eyebrows and wings indicate the truth.
Alu-fiends usually communicate using telepathy, but can sometimes speak additional languages.
Alu-fiends have an innate intuition that warns them of impending danger 75% of the time. They have no natural attack forms save fists and teeth (normal human damage). About 75% of them carry enchanted weapons, gifts from their fiendish parent. These weapons are most likely of common make (i.e. + 1, +2, etc.), but there is a 15% chance for a special weapon. An alu-fiend relies heavily on a special weapon and never willingly parts with it.
Alu-fiends can restore their own hit points at the expense of their opponents. This requires an attack roll and inflicts 1d8 points of damage, of which the alu-fiend gets half (round up).
These creatures have base Armour Class 5, a gift of the heritage of their unnatural parent. Enchanted armour or protective items can improve the base AC. As with weapons, 75% of alu-fiends wear enchanted armour of common make (+ 1, +2, etc.). There is a 5% chance such armour is special (i.e. Platemail of Ethereality, etc.). If the armour possessed is worse than the alu-fiend's natural AC then it provides no extra protection.
For both magical armour and weapons, choose appropriate items from the tables on pages 230-231 of the Dungeons & Dragons Rules Cyclopaedia.
Alu-fiends have the following spell-like powers: Charm Person, Dimension Door, ESP (1/day each) and Shapechange (to a humanoid form of approximately their own height and weight only, 2/day).
All alu-fiends have infravision to 240'. Alu-fiends are affected only by silver or magical weapons.
Fully 10% of alu-fiends are very intelligent (18); they have all the spell- like powers of their sisters and are also actual magic-users. These alu-fiends are 1st - 12th level magic-users with full spell ability. Like elves, they may cast spells and wear armour without penalty.
Alu-fiends tend to be hateful, even by fiendish standards, because of their dual nature. They view themselves as outcasts, neither mortal or fiend. Other fiends view them the same way, as lowly and without purpose. Only the alu-fiends' power keeps them in contention as a race.
If an alu-fiend can somehow hide her wings, she will be mistaken for a female of her mortal parent's race 70% of the time.
Interestingly, about 20% of alu-fiends are neutral in alignment. This usually occurs when a fiend mates with a non-evil mortal and the offspring retains a hint of their morality.
Terrain: Any