Daemonic Circuit (3.5e Monster)
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|Size/Type:||Tiny Outsider (Extraplanar, Evil, Incorporeal)|
|Hit Dice:||3d8 (9 hp)|
|Speed:||Fly 10 ft (Perfect)|
|Armor Class:||14 (+2 Dex, +2 Size), touch 14, flat-footed 12|
|Space/Reach:||2-1/2 ft./0 ft.|
|Special Attacks:||Netverse Travel, Possess Electronics|
|Special Qualities:||Ephemeral Form, Darkvision 60 ft., incorporeal traits|
|Saves:||Fort +3, Ref +5, Will +6|
|Abilities:||Str —, Dex 14, Con 10, Int 22, Wis 16, Cha 9|
|Feats:||Skill Focus (program), Improved Initiative|
|Organization:||Solitary or Troll Hive (2-100)|
|Alignment:||Always Chaotic Evil|
A very new type of abyssal dwellers, created from the malice of spreading digital viruses and destroying informatic systems. By itself the daemonic circuit appears as ‘garbled’ pixels, barely visible and certainly not coherent. However they have the ability to possess electronic devices and travel alongside digital networks. It enjoys spreading chaos and discord, causing system to crash and deleting save files.
A daemonic circuit deigns to fight directly as it is vulnerable if its position is known. If it needs to it typically tries to possess the largest bot possible to inflict massive damage. Otherwise it attempts to flee, as it is quite helpless.
Ephemeral Form (Su): A daemonic circuit not currently possessing a piece of electronic or bot can only persist for 1 round outside of the abyss. At the end of its next turn if it has not managed to find a new host it is automatically sent back to the abyss.
Netverse Travel (Su): If a daemonic circuit possesses a machine linked on a network (such as a closed network or the internet) it may possesses any machine connected to the network with the range of a teleport spell as a 1 round action. A daemonic circuit can attempt a program check on any machine connected to a network it host is also connected to within 600 feet.
Possess Electronics (Su): As a full-round action, a daemonic circuit can possess a machine within line of sight, leaving any machine it currently possesses behind in the process. It can try to possess an electronic object or a creature with the bot subtype. If the daemonic circuit possess a object, it becomes animated as per animate objects. The daemonic circuit is capable of attacking or performing the machine functions (including erroneously or dangerously). If the daemonic circuit possesses a creature of the bot subtype it gains control of it, unlike a bot it does not need to follow any of its programs. While possessing a machine, the daemonic circuit cannot be hurt by conventional means.
A creature with the bot subtype is allowed a Will save to negate the effect and prevent the possession. Similarly the wielder of an attended object the daemonic circuit is attempting to possess may make a Will save to prevent the possession. If the save succeeds the possession attempt is cancelled, but the daemonic circuit keeps its current host. A daemonic circuit can be expelled from a machine by destroyed it, a DC 25 program check to delete it from the system over the course of 1d4 minutes or if the machine enters a magic circle against evil. A dismissal or stronger spell on the machine affects the daemonic circuit itself.
A possessed machine typically shows signs of possession, such as eerie red lights and strange operational noises.