ALU-FIEND statistics for AD&D
Alu-Fiend Racial Statistics
ADJUSTMENTS. +1 Intelligence; -1 Wisdom
ABILITIES. Charm person, ESP, suggestion, shape change, cause
darkness (5' rad), energy drain (1-8 hp; heal 1/2), Infravision
(240')
MOVEMENT BASE. 12", FLIGHT. 12"
LANGUAGES. Common
CLASS RESTRICTIONS AND MAXIMUM LEVELS. Fighter: 10, Thief:
10, Assassin: 15, Magic-User: 15
USABLE WEAPONS. Dagger, Short Sword
USABLE ARMOR. None
ARMOR CLASS AND MAGIC RESISTANCE. The alu-fiend has a base
armor class of 5 (modified by Dexterity), and a base magical
resistance of 5%. Every 3 experience levels after level 1, she
gains a +5% to her magic resistance.
TABLE I: Magic Resistance Table
Level Magic Resistance
----- ----------------
1-3 5%
4-6 10%
7-9 15%
10-12 20%
13-15 25%
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ALU-FIEND -- Demi-human character class for D&D
Description
The alu-fiend is a female daemon, spawned from the union of a
succubus and a human. They are less beautiful than their female
parent, yet stand the same height (6') and weight the same (130
lbs). They have shorter horns and smaller wings that their
parent.
Player character alu-fiends are not all evil, even though
their parent(s) might have been. 20% of all alu-fiends are, and
will aide those, of good alignment.
Other Details
ALIGNMENT. Alu-fiends must be of only Neutral or Chaotic
alignment.
PRIME REQUISITE. The alu-fiends's PR is Wisdom (since they are
just as witty as their mother). An alu-fiend with a Wisdom score
of 14 or more will gain a bonus to experience points earned
during an adventure.
MINIMUM SCORES. An alu-fiend character must have a Wisdom
score of 13 or more when first played.
ALU-FIEND SAVING THROWS. Alu-fiends save as a Dwarf of the
same level.
TABLE I: Alu-Fiend Experience Table
Level Title XP HD (d6)
------------------------------------------------
1 Dark Spawn 0 1
2 Dark Child 2,500 2
3 Dark Warrior 5,000 3
4 Dark Light 10,000 4
5 Red Wing 20,000 5
6 Black Wing 40,000 6
7 Dark Wing 80,000 7
8 Red Horn 160,000 8
9 Black Horn 320,000 9
10 Dark Horn 640,000 10
TO-HIT ROLLS. An alu-fiend rolls to hit as a Cleric of the
same level.
HIT DICE. A six-sided die (1d6) is used to determine an alu-
fiend's hit points. An alu-fiend starts with 1-6 hit points
(plus Constitution bonus, if any) and gains 1d6 more hit point
(plus bonus) with each Level of Experience.
ARMOR. An alu-fiend cannot wear any armor that is inferior to
her own base armor class (see below). Otherwise, she may wear
any armor that she wishes.
WEAPONS. An alu-fiend may use any weapon.
Special Abilities
An alu-fiend, due to her nature, has several different abilities,
mostly magical in nature.
NATURAL ARMOR CLASS. Due to an alu-fiend's heritage, her Base
Armor Class is 7.
MAGIC RESISTANCE. Alu-fiends are naturally resistant to magic,
able to shake off the effects of damaging spells, and others that
would cause her harm. She can "turn off" this power to receive
the effects of a beneficial spell. She has a base Magical
Resistance of 4%. This means that when a spell is cast at her,
she rolls the percentile dice. If the roll is less than or equal
to her Magic Resistance, the spell fails (this includes magical
items like wands, scroll, staves, but NOT magical weapons such as
swords, bow, axes). This Magical Resistance increases by 2% per
2 full Levels of Experience, starting after level 1. For
example: a Level 5 alu-fiend would have a Magical Resistance of
8%.
TABLE II: Magic Resistance Reference Table
Level MR
-------------
1-2 4%
3-4 6%
5-6 8%
7-8 10%
9-10 12%
FLIGHT. In addition to moving at a base rate of 12", alu-
fiends can fly via their wings at a rate of 12".
CHARM PERSON. The alu-fiends can charm a person, following the
rules of the spell, who has a Charisma score of less that the
alu-fiend's own Charisma score. This ability may be used up to
three times per day.
ESP. The alu-fiend can read the thoughts of people, as per the
rules of the spell, three times per day.
CLAIRAUDIENCE. The alu-fiend can hear the area surrounding
another person, according to the spell, three times per day.
SHAPE CHANGE. As per the spell, the alu-fiend can shape change
into an animal or person of the same size and mass, three times
per day.
ENERGY DRAIN. This attack is different than her parent's
Energy Drain. If a solid grasp is obtained during combat (a
successful hit), she may drain 1-8 hit points, and restore half
of those points to her own hit points (round down).
VISION. In addition to normal vision, the alu-fiend has
infravision up to 240' in darkness.
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