To keep things from ending too quickly, however, I think I'll have the shedim put up a Physical Barrier spell beforehand.
It knows that its ITNW and Regeneration won't work while it's using Astral Gateway, and it's smart enough to take precautions. That'll force the runners to deal with its shedim-possessed ghoul minions so that they can focus on cracking the barrier without distractions to have the boss battle, instead of just ganging up on the boss in the first Initiative Pass to wipe him out and ending things early. (Plus, it gives the new demolitionist PC a chance to ply his trade by rigging a charge on it.)
So thanks for bringing it up, since it made me think a little harder about villain strategy.
