REA-FIEND

Climate/Terrain: Lower Planes
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: High (13-14) to Genius (17-18)
Treasure: See below
Alignment: Neutral evil (See below)


No. Appearing: 1
Armor Class: 1
Movement: 12, FL 18 (C)
Hit Dice: 6+3
THAC0: 13
No. of Attacks: 1 or 2
Damage/Attack: By weapon or 1d3/1d3
Special Attacks: Charm, rope of entanglement, vampiric regeneration
Special Defenses: Silver or +1 or better weapons to hit, immunities, innate intuition
Magic Resistance: 30%
Size: M (6 feet tall)
Morale: Elite (13-14)
XP Value: 9,000

"If I ever find that tanar'ri-serving traitor, ..." - Pit-fiend Hatr to his 'loyal' concubine Nill the 'erinyes'

The rea-fiends are the horrid offspring of incubi (male succubi) and erinyes. In their true form, they appear as comely woman with large black feathery wings and glowing eyes. However they can look like mortal men and women of any race. Much like their parents, they almost always choose to appear as the most perfect physical specimens.
   Rea-fiend can speak the language of their victims. They may also use telepathy.

Combat: Rea-fiends have an innate intuition, much like alu-fiends, that warn them of impending danger 50% of the time. They usually prefer to use their numerous inherited powers rather than entering physical combat. However, if cornered, they may attack with their fists (1d3 damage each) or use weapons. They prefer weapons that can be concealed easily, whip and dagger being their favorites. Like alu-fiends, half of any melee damage they score cures their lost hit points.
   Rea-fiends have some immunities inherited from their tanar’ri and baatezu parents. They no damage from fire-based attacks (magical or otherwise) and only half damage from electricity, cold and gas attacks. They are also immune to poison of all sorts.
   Rea-fiends can shapechange to an erinyes or a succubus (or incubus) at will. When this change occurs, they can perfectly mimic the form they have chosen even to the point of alignment (LE or CE, respectively). They can use the special abilities of their chosen form except for the gate ability and the innate spell-like powers. To complement their erinyes form, rea-fiends usually hunt down erinyes and take their rope of entanglement, which they utilize in almost all forms.
   The fiend possesses a powerful charm ability akin to erinyes. Though not as powerful as that of the erinyes (victims save vs. spells normally), it has its own advantage. It is not limited as a charm person, but is equivalent to a charm monster. Rea-fiends may use this ability on any target that they look on within 45 feet. The victim becomes completely loyal to the fiend and will do anything to protect and obey it, even when that means death the victim or loved ones. A rea-fiend can only charm one creature at a time. The effects last until the fiend releases the victim or dies.
   There are many spell-like powers that rea-fiends command: Advanced illusion (once per day), darkness (15-foot radius, once per day), detect invisibility (once per day), ESP, infravision (120 feet, always active), invisibility (once per day), know alignment, planeshift, polymorph self, suggestion, teleport without error. In addition to these, those rea-fiends with genius intelligence can be a mage of up to 12th level. They especially favor illusions and various non-detection spells.

Habitat/Society & Ecology: These creatures were first produced due to the foul experiments of a group of arconoloths to be used as spies in the Blood War. Somehow, they ran away and now they serve noone but themselves. They usually enjoy killing an erinyes or a succubus and taking its place, and later selling any information to the other side in the Blood War. However, if they are discovered they have no chance of staying alive.

PS: Created by Zwi - July 19, 1999.
Best viewed as a Word 7.0 file:  reafiend.zip