Alorbidaemon

Source: Alien Archive 4

CR: 12 XP: 19,200

NE Large outsider (daemon, evil, extraplanar)

Init.: +8 Senses: blindsense (life) 60 ft., darkvision 120 ft. Perception: +22

Defense

HP: 200

EAC: 26 KAC: 27

Fort: +11 Ref: +13 Will: +17

Offense

Speed: 10 ft., fly 50 ft. (Su, average)

Melee: slam +22 (2d10+16 B)

Ranged: electro discharge +24 (2d8+12 E; critical arc 3d6)

Offensive Abilities: virtual mortality Spell-Like Abilities (CL 12th; melee +22, ranged +24) 1/day—holographic terrain (DC 22), overload systems (DC 21) 3/day—arcing surge (DC 20), displacement, holographic image (5th level, DC 22), instant virus (DC 20) At will—holographic image (3th level, DC 20), magic missile, remote operationCOM

Statistics

Str: +4 Dex: +8 Con: +2 Wis: +3 Int: +3 Cha: +5

Skills: Bluff +27, Computers +27, Culture +27, Engineering +22, Piloting +22

Languages: Abyssal, Infernal; telepathy 100 ft.

Ecology

Environment: any (Abaddon)

Organization: solitary

Special Abilities

<p><b>Electro Discharge (Su)</b> An alucidaemon can produce an electric discharge from their gauntlets. This is a ranged attack against EAC that has a range increment of 20 feet.<br/> <b>Hazardous Reality (Su)</b> An alorbidaemon can distort reality around themself. Each creature within 100 feet of the alorbidaemon must succeed at a DC 21 Will save or take a –2 penalty to saving throws against illusions; this penalty persists while the creature remains in the aura and for 1 minute afterward. Any creature taking this penalty also takes 4d10 damage at the end of each turn that they’re within an area of holographic terrain or within 30 feet of a holographic image (Will DC 21 negates), as the holographic threats attack them and inflict mental strain. A creature that succeeds at either Will save against hazardous reality is immune to that alorbidaemon’s aura for 24 hours. This is a mind-affecting effect.<br/><b>Virtual Mortality (Su)</b> As a standard action, an alucidaemon can focus on a single living creature within 60 feet that has immediate access to a personal comm unit or datapad. Unless the target succeeds at a DC 21 Will save, the device immediately activates a vidgame that compels the target to play it. While the vidgame is active, the target takes a –2 penalty to AC and saving throws. The target can take a move action to play the vidgame, allowing it to attempt another DC 21 Will save to end the effect. At the end of each turn that the target doesn’t take this move action, it begins to lose the vidgame and takes 3d8 damage from the vidgame as deadly feedback. Whether or not a creature succeeds at its saving throw against this ability, it’s immune to further instances of this effect for 24 hours. This is a mind-affecting effect.</p>

Description