Alucidaemon
Source: Alien Archive 4
CR: 4 XP: 1,200
NE Small outsider (daemon, evil, extraplanar)
Init.: +5 Senses: blindsense (life) 30 ft., darkvision 60 ft. Perception: +10
Defense
HP: 52
EAC: 16 KAC: 17
Fort: +3 Ref: +5 Will: +7
Offense
Speed: 10 ft., fly 50 ft. (Su, average)
Melee: slam +9 (1d4+6 B)
Ranged: electro discharge +11 (1d4+4 E; critical arc 1d4)
Offensive Abilities: virtual mortality Spell-Like Abilities (CL 4th) 1/day—holographic image (2nd level, DC 15), laser netCOM (DC 15) 1/day—magic missile, overheat (DC 14), remote operationCOM At will—daze (DC 13), ghost sound (DC 13)
Statistics
Str: +2 Dex: +5 Con: +0 Wis: +1 Int: +1 Cha: +3
Skills: Bluff +15, Computers +15, Culture +15, Engineering +10, Piloting +10
Languages: Abyssal, Infernal; telepathy 100 ft.
Ecology
Environment: any (Abaddon)
Organization: solitary, pair, or local-area network party (3–16)
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>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 15 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 15 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 2d6 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>