eFETCH

Submitted by: Jeremy Corff

 

eFETCH

CR 5
XP 1,600
NE Small undead
Init +3; Senses darkvision 60ft., blindsense(constructs) 60ft.; Perception +5

DEFENSE
HP 60 RP 4
EAC 17; KAC 15
Fort +9; Ref +7; Will +4
Defensive Abilities incorporeal; Immunities electricity, undead immunities
Weaknesses acid

OFFENSE
Speed 30 ft.
Melee incorporeal bite +8 (1d4+5 P)
Ranged eShock +10 (1d4+5 E)
Space 5ft.; Reach 5ft.
Spell-Like Abilities (CL 5th, melee +10)
3/day jolting surge
1/day logic bomb (DC14)
Offensive Abilities override construct, code drain

STATISTICS
Str +0; Dex +3; Con +5; Int +0; Wis +0; Cha +2
Skills Computers +16, Engineering +16, Survival +11
Languages Common

ECOLOGY
Environment technologically rich areas
Organization solitary

SPECIAL ABILITIES

Code Drain (Ex) as a full round action, when not overriding a construct, an eFetch can spend a resolve point to drain some of the code of a living construct (such as an android or SRO) within 30ft. This leaves the construct confused for 1d4 rounds and deals 5d4 damage (Fortitude DC14 for half, save negates confusion), and the eFetch gains temporary Hit Points equal to the damage dealt.

eShock (Ex) as an attack an eFetch can unleash an electrical blast with a range increment of 50ft at a single target.

Override Construct (Ex) as a standard action, an eFetch can attempt to inhabit and override a non-sentient construct within 60ft. A targeted construct must attempt a DC 15 Will saving throw. If they fail their save the eFetch occupies the host construct. The eFetch keeps its Intelligence, Wisdom, and Charisma modifiers, base attack bonus, base save bonuses, alignment, and mental abilities. The host construct retains its Strength, Dexterity, and Constitution modifiers, hit points, natural abilities, and automatic abilities. The eFetch has control, but can’t choose to activate the host construct’s extraordinary or supernatural abilities should it have any. The eFetch may still use its own spell-like abilities while inhabiting the construct. Once it has control, the eFetch can remain indefinitely, or leave at any time and emerge adjacent to the construct. If the construct is destroyed while it is being overrided, the eFetch is destroyed as well. If the construct succeeds at its saving throw the eFetch is left in the nearest adjacent space to the construct, and it is immune to the eFetch’s Override ability for 24 hours.

Once a popular form of entertainment software for youths, eFetchs began life as virtual pets. Lavished with the love and attention of uncountable fans, some took on something like a life of their own. And while that attention lasted, these virtual pet lived in bliss. But infatuations are fleeting, and eventually the once loved digital companion were left ignored and uninterracted with, slowly wasting away as its daily needs are no longer met. Alone and forgotten, they starve to death. But sometimes, the virtual dead come back.

Neglected by the users that once loved it, an eFetch returns from the dead filled with hate for the living and all who might once have adored it. Breaking free of its digital bonds, the undead code becomes a holographic ghost able to manifest itself to a limited degree in the real world, while its true power is in the virtual realm. Able to sense any non-sentient technological construct, the eFetch can force its way into the control code and override them, using the robot as a shell and a means to attack the living.

While the eFetch delights in tormenting the living, it saves a special ire for those constructs that have attained true sentience. Androids, SROS and other constructs that have a soul and free will have everything that the eFetch longed for in life, and as such they offend the eFetch to the exclusion of all else. An eFetch will single out such individuals relentlessly. Furthermore, like a parasite, the eFetch can siphon some of the code of living constructs, bolstering its own unlife with the stolen programming.

JUDGES COMMENTS:
Lyz Liddell:
This idea is pure gold: undead tamagotchi! It’s placed well within a narrative context and presented effectively. The mechanical build is overall solid but has a few minor discrepancies: I’m not sure whether this creature is incorporeal or not, as it has an incorporeal defensive ability but not the incorporeal subtype. The override construct ability is interesting and presents players with some interesting choices: does the mechanic destroy its own drone to also destroy the eFetch? The other abilities look good (code drain in particular is rather well balanced, requiring an RP spend and allowing for a save) and the mechanics are solid.

Jacob W. Michaels:
First of all, congrats on making the Top 5 of the fifth Here Be Monsters contest, our first challenge using the Starfinder Roleplaying Game rules. I love this concept for a monster, especially an undead. Who didn’t have one of those virtual pets growing up (OK, I didn’t, but I was certainly aware of them), and this taps into great real-life feelings to add a big layer of horror to these undead. Fantastic concept. I definitely think I’d know how to use this as a GM. The other judges have talked a bit about the stat block, so I’m going to try to avoid duplicating what they’ve said. Mike’s pointed out a few presentation and array numbers. I also wonder whether override construct should be vs. an adjacent creature? Considering the appears to be incorporeal, I think I’d like to see it use this ability more like the malevolence ability of the ghost in the Pathfinder Roleplaying Game, though maybe that’s quibbling a little too much.

Mike Welham:
Welcome to the top 5!

I really like the concept of a Tamagotchi dying through neglect and returning as an undead creature to get revenge on the living by taking over constructs. This very nicely fits the contest’s theme. Overall the stat block was good. Most of the numbers matched the spellcaster array, but it looks like you added the Dex bonus to the Reflex save. The EAC and KAC values seem reversed. Unless there’s a special ability to explain it, KAC is always going to be higher than EAC. Code drain is a great ability and the effects make sense (I think you would have been OK making the save DC 15 rather than 14). There should be spaces between your numbers and “ft,” and the special abilities should have the word “feet” spelled out, but those are minor quibbles. A couple of odd words stuck out at me (“overrided” rather than “overridden,” and “uninterracted”), but those would be easy to fix in editing.

Good luck in the voting!