Daemon, Alucidaemon

Family: Daemons

Small fiend (daemon), neutral evil

Armor Class 15 (natural armor)
Hit Points 56 (16d6)
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 11 (+0) 12 (+1) 12 (+1) 17 (+3)

Saving Throws Con +2, Wis +3
Damage Immunities acid, necrotic, poison
Condition Immunities poisoned
Damage Resistances cold, fire, lightning
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Infernal; telepathy 100 ft.
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Life Sense. An alucidaemon can sense living creatures as though it had blindsense 30 ft.
  • Magic Resistance. The alucidaemon has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Gauntlet Electro Discharge. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d10) lightning damage.
  • Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.
  • Holographic Image (1/day). The alucidaemon 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 alucidaemon 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 15 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature can see through the image.
  • Laser Net (1/day). The alucidaemon 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 15 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 (1/day). 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 alucidaemon (and only the alucidaemon) 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 alucidaemon must concentrate, as if casting a spell.

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.

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