Viruses

When good programs go bad.

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Viruses are primarily defined by their hostility towards beings from the physical world, born through cobbled fragments of code given hardlight form. In all cases, they seek to reap, destroy, and cause as much pain and suffering as they can towards humanity in general, and are constant foes of artificial intelligences and their tedious attempts at understanding the secrets of the universe. Most viruses are conduits of concentrated destruction, mindless digital beasts bent on havoc, though the most dangerous are those that have gained sentience through the acclimation of consumed code, and are able to direct their violence to specific targets of their own volition.

Red Devil

A particularly nasty virus that lives for slaughter. Their viral abilities allow them to deal lasting, debilitating wounds regardless of whether they are projecting via Hardlight or while assaulting humans in the net.

Medium Virus

Armor Class 13 (Natural Armor)

Hit Points 52 (8d8 + 16)

Speed 30 ft.

STR 16 (+3)

DEX 15 (+2)

CON 15 (+2)

INT 9 (-1)

WIS 11 (+0)

CHA 11 (+0)

Saving Throws STR +5, CON +4, WIS +2

Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks

Damage Immunities Fire, Poison

Condition Immunities Poisoned

Senses Darkvision 120 ft., Passive Perception 10

Challenge 3 (700 XP)

Proficiency Bonus +2

Devil's Sight. Technical darkness doesn't impede the devil's darkvision.

Tech Resistance. The devil has advantage on saving throws against techs and other technical effects.

Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it.

ACTIONS

Multiattack. The devil makes two attacks: one with its beard and one with its glaive.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.

Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.

Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than a Hacked or a Machine, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to a viral wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives healing.

Mailer daemon

A relatively common form of virus that uses people's cached e-mail systems to bypass firewalls. Less of a threat than a nusiance, eagerly jump scaring people by hijacking their hardlight projectors when they open the e-mail file they've hidden in.

Tiny virus

Armor Class 13

Hit Points 7 (3d4)

Speed 40 ft.

STR 5 (-3)

DEX 17 (+3)

CON 10 (+0)

INT 7 (-2)

WIS 10 (+0)

CHA 10 (+0)

Skills Stealth +5

Damage Resistance Cold; Fire; Lightning; Bludgeoning, Piercing, and Slashing From Mundane Attacks

Damage Immunities Poison

Condition Immunities Poisoned

Senses Darkvision 120 Ft., passive Perception 10

Challenge 1 (200 XP)
Proficiency Bonus +2

Shapechanger. The mailer daemon can use its action to reformat itself into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Tech Resistance. The mailer daemon has advantage on saving throws against techs and tech-based effects.

Actions

Claw (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage. The target must succeed on a DC 10 Constitution saving throw, or take the poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/day). One creature of the mailer daemon's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the mailer daemon is within line of sight, ending the effect on itself on a success.

Invisibility. The mailer daemon turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a tech). Any equipment the mailer daemon wears or carries is invisible with it.

Chomper

A virus that eagerly attempts to devour and delete any data, especially essential data to maintaining human engrams while online, it can lay it's teeth into. Few wish to deal with it, because it inevitably attacks ether them or the worst wounded person near to it with it's death throws before it's data integrity fully fails and it derezes.

Medium Virus

Armor Class 13 (Natural Armor)

Hit Points 33 (6d8 + 6)

Speed 30 ft.

STR 14 (+2)

DEX 8 (-1)

CON 13 (+1)

INT 5 (-3)

WIS 8 (-1)

CHA 5 (-3)

Damage Resistances Cold, Fire, Lightning

Damage Immunities Poison

Condition Immunities Charmed, Frightened, Poisoned

Senses Darkvision 60 ft., Passive Perception 9

Challenge 1 (200 XP)

Proficiency Bonus +2

Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the Chomper can take a bonus action to move up to half its speed and make a bite attack.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 11 (2d8 + 2) piercing damage.

Klezik

A virus that inserts itself into conflicts of all kinds, whether they be flame wars or real world conflicts through hijacking hardlight projectors. The Klezik often team up with more intelligent viruses to hack subrealms and turn off the safeguards in order to inflict more harm upon humans and A.I.

Medium Virus

Armor Class 14 (Natural Armor)

Hit Points 95 (10d8 + 50)

Speed 30 ft.

STR 18 (+4)

DEX 13 (+1)

CON 20 (+5)

INT 9 (-1)

WIS 9 (-1)

CHA 9 (-1)

Skills Intimidation +2, Perception +2

Damage Resistances Fire, Poison

Senses Darkvision 60 ft., Passive Perception 12

Challenge 5 (1,800 XP)

Proficiency Bonus +3

Aggressive. As a bonus action, the Klezik can move up to its speed toward a hostile creature that it can see.

Tech Resistance. The Klezik has advantage on saving throws against Techs and other technical effects.

ACTIONS

Multiattack. The Klezik makes two attacks: one with its bite and one with its greatsword.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 8 (1d8 + 4) piercing damage.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 11 (2d6 + 4) slashing damage.

REACTIONS

Unbridled Fury. In response to being hit by a melee attack, the Klezik can make one melee weapon attack with advantage against the attacker.

Daemon

Occasionally a capricious, but ultimately non-malevolent, Spam will turn truly hostile, spinning off new forms and viral data growths purpose built to inflict harm rather than mischief. Whatever the cause of this change, the result is the same, a massive viral entity that seeks to wreak havoc and revenge against humans and an immunity to several normally effective anti-viral measures.

Large Virus

Armor Class 15 (Natural Armor)

Hit Points 123 (13d10 + 52)

Speed 30 ft.

STR 20 (+5)

DEX 15 (+2)

CON 18 (+4)

INT 13 (+1)

WIS 11 (+0)

CHA 11 (+0)

Skills Perception +3, Stealth +5

Damage Resistances Cold, Fire, Lightning

Damage Immunities Poison

Condition Immunities Poisoned

Senses Darkvision 120 ft., Passive Perception 13

Challenge 7 (2,900 XP)

Proficiency Bonus +3

Spam Sourced. The Daemon has advantage on saving throws against being charmed, and Tech can't put it to sleep.

Innate Techcasting. The Daemon's innate Techcasting ability is Charisma (Tech save DC 11). The Daemon can innately cast the following Techs, requiring no material components:

At will: darkness

1/day each: confusion, glow-bots, hitscan

ACTIONS

Multiattack. The Daemon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.

Hit: 16 (2d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 16 (2d10 + 5) slashing damage.


Aculeus

Another wilder form of virus, particularly infamous for it's paralytic stinger that sends contradictory feedback through netcode sensory processes, locking up and lagging a user to the point they can barely function, or even log out. Often spun up by more organized viruses to use as a hampering attack dog against the hated humans.

Large Virus

Armor Class 14 (Natural Armor)

Hit Points 110 (13d10 + 39)

Speed 40 ft.

STR 18 (+4)

DEX 13 (+1)

CON 17 (+3)

INT 7 (-2)

WIS 14 (+2)

CHA 9 (-1)

Saving Throws DEX +4, CON +6, WIS +5

Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks

Damage Immunities Poison

Condition Immunities Charmed, Frightened, Poisoned

Senses Darkvision 60 ft., Passive Perception 12

Challenge 8 (3,900 XP)

Proficiency Bonus +3

Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the Aculeus can take a bonus action to move up to half its speed and make a bite attack.

ACTIONS

Multiattack. The Aculeus makes two attacks: one with its bite and one with its tail stinger.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 26 (4d10 + 4) piercing damage.

Tail Stinger. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature.

Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ransom Devil

One of the more unusual kinds of virus, Ransom Devils are less interested in directly harming humans than in stealing all of worth from them, threatening them or hacking their accounts to drain funds or digital ownership, then vanishing without a trace. Ransom Devils often leave behind observational cookies in the code of those they steal from to watch and mock the anguish in those left alive but bereft of means of support in a world where money is life.

Large Virus

Armor Class 18 (Natural Armor)

Hit Points 178 (17d10 + 85)

Speed 20 ft., fly 60 ft.

STR 22 (+6)

DEX 17 (+3)

CON 21 (+5)

INT 12 (+1)

WIS 16 (+3)

CHA 17 (+3)

Saving Throws STR +10, DEX +7, WIS +7, CHA +7

Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks that aren't Silvered

Damage Immunities Fire, Poison

Condition Immunities Poisoned

Senses Darkvision 120 ft., Passive Perception 13

Challenge 11 (7,200 XP)

Proficiency Bonus +4

Devil's Sight. Tech-created darkness doesn't impede the devil's darkvision.

Tech Resistance. The devil has advantage on saving throws against Techs and other technical effects.

ACTIONS

Multiattack. The devil makes three melee attacks: two with its Rapier and one with its tail. It can use Hurl Flame in place of any melee attack.

Rapier. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

Hit: 15 (2d8 + 6) piercing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.

Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to a hacked wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives technical healing.

Hurl Flame. Ranged Tech Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Irukandji

Named for the jelly fish with one of the most painful and poisonous stings in the old or new world, the Irukandji lives up to the title. It uses a highly volatile viral agent in all of it's attacks that deliberately attack the sensory systems of those it strikes, not to paralyze as the Aculeus does, but to inflict as much suffering as possible.

Medium Virus

Armor Class 18 (Plate)

Hit Points 153 (18d8 + 72)

Speed 30 ft., fly 60 ft.

STR 18 (+4)

DEX 16 (+3)

CON 18 (+4)

INT 14 (+2)

WIS 14 (+2)

CHA 18 (+4)

Saving Throws DEX +7, CON +8, WIS +6, CHA +8

Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks that aren't Silvered

Damage Immunities Fire, Poison

Condition Immunities Poisoned

Senses Truesight 120 ft., Passive Perception 12

Challenge 12 (8,400 XP)

Proficiency Bonus +4

Poisonous Weapons. The Irukandji's weapon attacks are technical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

Tech Resistance. The Irukandji has advantage on saving throws against Techs and other technical effects.

ACTIONS

Multiattack. The Irukandji makes three attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.

Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.

Heavy Pistol. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target.

Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration Tech or similar Tech.

ACTIONS

Parry. The Irukandji adds 4 to its AC against one melee attack that would hit it. To do so, the Irukandji must see the attacker and be wielding a melee weapon.

Zettelite

An incredibly strong and intelligent viral archetype that is often a leader of large viral outbreaks, using it's abilities to quickly shunt through netcode to alter and hack it's position without traversing intervening spaces. Zettlites also boost their own speed within a server, moving at a different time dilation rate than anyone else to enable them to act faster and more furiously.

Large Virus

Armor Class 18 (Natural Armor)

Hit Points 189 (18d10 + 90)

Speed 40 ft.

STR 18 (+4)

DEX 20 (+5)

CON 20 (+5)

INT 18 (+4)

WIS 16 (+3)

CHA 20 (+5)

Saving Throws STR +9, CON +10, WIS +8, CHA +10

Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks

Damage Immunities Poison

Condition Immunities Poisoned

Senses Truesight 120 ft., Passive Perception 13

Challenge 16 (15,000 XP)

Proficiency Bonus +5

Tech Resistance. The zettelite has advantage on saving throws against Techs and other technical effects.

Tech Weapons. The zettelite's weapon attacks are technical.

Reactive. The zettelite can take one reaction on every turn in a combat.

ACTIONS

Multiattack. The zettelite makes seven attacks: six with its longswords and one with its tail.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.

Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the zettelite can automatically hit the target with its tail, and the zettelite can't make tail attacks against other targets.

Teleport. The zettelite teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

REACTIONS

Parry. The zettelite adds 5 to its AC against one melee attack that would hit it. To do so, the zettelite must see the attacker and be wielding a melee weapon.

Valaraukar

Where Zettelites are built for speed, Valaraukar are built for power. Valaraukar often spear head viral outbreaks on servers, and their corruptive viral code is so potent that it damages not just those they directly assault with it, but anyone who gets near to them.

Huge Virus

Armor Class 19 (Natural Armor)

Hit Points 262 (21d12 + 126)

Speed 40 ft., fly 80 ft.

STR 26 (+8)

DEX 15 (+2)

CON 22 (+6)

INT 20 (+5)

WIS 16 (+3)

CHA 22 (+6)

Saving Throws STR +14, CON +12, WIS +9, CHA +12

Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks

Damage Immunities Fire, Poison

Condition Immunities Poisoned

Senses Truesight 120 ft., Passive Perception 13

Challenge 19 (22,000 XP)

Proficiency Bonus +6

Death Throes. When the Valaraukar dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the Valaraukar's weapons.

Fire Aura. At the start of each of the Valaraukar's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the Valaraukar or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Tech Resistance. The Valaraukar has advantage on saving throws against Techs and other technical effects.

Tech Weapons. The Valaraukar's weapon attacks are technical.

ACTIONS

Multiattack. The Valaraukar makes two attacks: one with its longsword and one with its whip.

Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the Valaraukar scores a critical hit, it rolls damage dice three times, instead of twice.

Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target.

Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the Valaraukar.

Teleport. The Valaraukar technically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Molochian

Molochians are often the leaders of large scale, server wide viral outbreaks. More intelligent and fierce than almost any other form of virus, Molochians are nearly unique for their ability to hack into the heavily protected, nearly sacrosanct, sensory code stacks that protect human's psychological responses to events and stimuli, forcing Sense-Tanks to flood their occupant's minds with hormones related to fear and terror just by entering their presence.

Large Virus

Armor Class 19 (Natural Armor)

Hit Points 300 (24d10 + 168)

Speed 30 ft., fly 60 ft.

STR 26 (+8)

DEX 14 (+2)

CON 24 (+7)

INT 22 (+6)

WIS 18 (+4)

CHA 24 (+7)

Saving Throws DEX +8, CON +13, WIS +10

Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nontechnical Attacks that aren't Silvered

Damage Immunities Fire, Poison

Condition Immunities Poisoned

Senses Truesight 120 ft., Passive Perception 14

Challenge 20 (25,000 XP)

Proficiency Bonus +6

Fear Aura. Any creature hostile to the Molochian that starts its turn within 20 feet of the Molochian must make a DC 21 Wisdom saving throw, unless the Molochian is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Molochian's Fear Aura for the next 24 hours.

Tech Resistance. The Molochian has advantage on saving throws against Techs and other technical effects.

Tech Weapons. The Molochian's weapon attacks are technical.

Innate Techcasting. The Molochian's Techcasting ability is Charisma (Tech save DC 21). The Molochian can innately cast the following Techs, requiring no material components:

At will: detect anomaly, incendiary grenade

3/day each: lock down target, wall of fire

ACTIONS

Multiattack. The Molochian makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.

Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 17 (2d8 + 8) slashing damage.

Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

Hit: 24 (3d10 + 8) bludgeoning damage.