Daemon, Alorbidaemon

Family: Daemons

Large fiend (daemon), neutral evil

Armor Class 17 (natural armor)
Hit Points 202 (27d10+54)
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 14 (+2) 14 (+2) 14 (+2) 17 (+3)

Saving Throws Con +5, Wis +5
Damage Immunities acid, necrotic, poison
Condition Immunities poisoned
Damage Resistances cold, fire, lightning
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, Infernal; telepathy 100 ft.
Challenge 8 (3,900 XP)

SPECIAL TRAITS

  • Hazardous Reality. An alorbidaemon can distort reality around themself. Each creature within 100 feet of the alorbidaemon must succeed at a DC 16 Wisdom save or have disadvantage 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 must make an additional saving throw at the end of each turn that they’re within an area of holographic terrain or within 30 feet of a holographic image, as the holographic threats attack them and inflict mental strain. On a failed save, the creature takes 22 (4d10 psychic damage). A creature that succeeds at either save against hazardous reality is immune to that alorbidaemon’s aura for 24 hours.
  • Life Sense. An alorbidaemon can sense living creatures as though it had blindsense 60 ft.
  • Magic Resistance. The alorbidaemon has advantage on saving throws against spells and other magical effects

ACTIONS

  • Gauntlet Electro Discharge. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 16 (3d10) lightning damage.
  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) bludgeoning damage.
  • Holographic Image. The alorbidaemon creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within 60 feet and lasts for as long as the alorbidaemon concentrates (like a spell) to a maximum of ten minutes. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. It can use its action to cause the image to move to any spot within range. As the image changes location, it can alter its appearance so that its movements appear natural for the image. For example, if the image is of a creature and moves it, it can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful DC 16 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature can see through the image.
  • Holographic Terrain (1/day). The alorbidaemon makes terrain in a 150-foot cube within 300 feet look, sound, and smell like some other sort of terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Vehicles are also affected. Creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt a DC 16 Intelligence (Investigation) check to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
  • Laser Net (1/day). The alorbidaemon creates a net of dangerous lasers between two solid points, up to 100 feet away. The net can appear only if there are appropriate anchoring surfaces at both ends of the beams, such as two walls, a wall and a ceiling, or the like. The laser net can span up to 20 feet in each direction. Creatures that move through the laser net must make a DC 16 Dexterity save; on a failure, the creature takes 4 (1d6+1) radiant damage per 5 feet of laser net they move through. Creatures that move no more than 5 feet in the laser net receive advantage to this saving throw, but creatures that move through more than 15 feet of the laser net in a single turn has disadvantage on this saving throw.
  • Remote Operation. Choose one operable technological device no larger than a vehicle that is not a starship. A holographic duplicate of the target’s controls appears within its reach. For one minute, the alorbidaemon (and only the alorbidaemon) can use these holocontrols to operate the target as if it were able to touch its actual controls. The effect ends if the target moves out of range. The alorbidaemon must concentrate, as if casting a spell.
  • Virtual Mortality. An alorbidaemon can focus on a single living creature it can see within 60 feet that has immediate access to a personal comm unit or datapad. Unless the target succeeds at a DC 16 Wisdom save, the device immediately activates a vidgame that compels the target to play it. While the vidgame is active, the target has disadvantage on saving throws, and attacks against them have advantage. The target can use an interaction to play the vidgame, allowing it to attempt another save to end the effect. The target cannot move and playing the vidgame reduces its speed to 0 until the beginning of its next turn. At the end of each turn that the target doesn’t use this interaction, it begins to lose the vidgame and takes 13 (3d8) psychic damage from the vidgame as deadly feedback. A creature is immune to further uses of this ability by that alorbidaemon for 24 hours.

ABOUT

Originating from the desolate plane of Abaddon, daemons strive to end all life in existence—even destroying themselves after snuffing out or consuming every other soul. A daemon’s favorite method of killing often shapes their form and abilities. Traditional daemons might embrace more conventional means of inflicting death, though newer daemons have adapted to the galaxy’s evolving technology. Both alucidaemons and alorbidaemons prey upon those who lose themselves in digital media. The former drain the life from those who grow obsessed with vidgames. Especially dangerous, alorbidaemons arise from the souls of wicked sensates who perish while engrossed in virtual reality as their bodies withered from neglect.

Tele-Team. Alucidaemons take the form of gaunt, child-like figures, their eyes covered by a visor feeding them various realities while they watch in slack-jawed awe.

Nearly all of them move with the help of a floating pod that serves as an extension of their bodies; they control its movements with the mechanical gauntlets permanently locked onto their withered hands. Alorbidaemons appear as horrible amalgams of several alucidaemons, joined together in a connected set of pods to form a single body.

A typical alucidaemon is 3 to 4 feet tall but weighs 200 pounds due to their mechanical components. A typical alorbidaemon is 4–5 feet tall but can weigh 1,000 pounds.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

This is not the complete section 15 entry - see the full license for this page