Allura
Medium-sized Shapechanger
Hit Dice: 6d8+6 (33 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft.
AC: 14 (+1 Dex, +3 natural)
Attacks: Masterwork dagger +5 melee, +6 range
Damage: Masterwork dagger 1d4
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Emotional vampirism, spell-like abilities
Special Qualities: Alter self, detect life, shift aura
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 10, Dex 13, Con 13, Int 14, Wis 13, Cha 24
Skills: Appraise +3, Bluff +12, Diplomacy +16, Disguise+16, Innuendo+3, Hide +3, Listen +5, Move Silently +3, Perform (dance) +8, Search +3, Sense Motive +6, Spot +5
Feats: Alertness, Dodge, Leadership, Simple Eeapons
Climate/Terrain: Any
Organization: Solitary, Pair, Group (1-6)
Challenge Rating: 4
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement: By character class

    The allura most often resemble beautiful human women, wearing ornate clothing and flashing exquisite jewelry that lure spacefaring men to their doom using innate magical abilities. They use their limited shapechanging power to disguise themselves as beautiful females of the victim's race. The allura's true form is that of a reptilian humanoid.

    Combat: Allura feed on the emotions created by tension, excitement, and fear. The allura can resort to using weapons if the need arises.

    Alter Self (Su): An allura can assume the shape of any medium sized humanoid, but chose predominately a female form. This works like alter self as cast by an 12th level sorcerer, but the allura can remain in the chosen form as long as it has feed upon a persons emotions in the last 12 weeks. It can assume a new form or return to its own as a standard action. An allura that has lost its ability to alter self will hide until it once again regains the ability to alter self.

    Detect Life (Su): The allura have the innate ability of detect the presence of life within 500 feet.

    Emotional Vampirism (Su): The allura is able to feed on a creature's aura that is within 40 feet inflicting 1d4 temporary wisdom damage; the victim gets a Will save (DC 18) to resist this effect. Once it has caused 8 points of wisdom damage, it stops to digest for 8 hours before it resumes it's feeding. This power is only effective when the target is either under tension, fear or excited. Allura lose the ability to alter self if they have not caused wisdom damage in the last 12 weeks. Those that have lost the ability do not regain the ability to alter self until they have caused 4 points of wisdom damage.

    Shift Aura (Ex): The allura is able shift her aura so it appears to be any other alignment for the purpose detect spells and true sight spell. This ability to alter their aura allows the allura to break geas/quest spells at will that is place upon them.

    Spell-Like Abilities: 2/day —clairaudience/clairvoyance; 1/day—charm person, sleep, suggestion, demand, and mass suggestion. These abilities are as the spells cast by a 12th level sorcerer.

    Skills: An allura receives a +4 racial bonus to Diplomacy and Disguise checks. *When using alter self, an allura receives an additional +10 circumstance bonus to Disguise checks. Those allura that have access to detect thought spell be it magic item or spell (some allura may have advanced in a spellcasting class) may receive a +4 circumstance bonus to Bluff and Disguise checks, at the DMs discretion.

In the Spheres
    When a spelljammer appears in their area, the allura quickly use clairvoyance/clairaudience to locate the spelljamming helmsman and demand to lure him to them. Once they sight the ship, the allura pretend to be shipwreck survivors or escaped prisoners from a slave ship. Once they board a ship, the allura quickly and invisibly take over key personnel with their spells.

Allura, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

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Allura, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Allura ©2002, Mark Doolan
Image by Ron Pollard
Original Source: Monstrous Compendium #9

    Notes on this Conversion: The Allura was a bit of a challenge as some of the spells she cast are no longer found in 3E, as such I created the Shift Aura ability as a substitution for the delude spell and to substitute for the friends spell I just gave the Allura more Charisma!
    Perhaps the most difficult was defining the listlessness that the crew has after being exposed to emotional vampirism of the Allura. Originally the crew is at half strength, constitution and intelligence values, but I thought this would be overly powerful effect to retain into 3E and thought the 1d4 wisdom damage to maximum of 8 points caused by anyone single allura was more appropriate (this is similar to the Con damage that a stirge does to its prey).