From: Alchemists Alembic
Lore: The Alchemically Mutated Beasts found within The Alchemist’s Alembic are the result of the alchemist’s experimental creations gone awry. Once ordinary creatures that roamed the surrounding forest, they were captured and subjected to intense exposure to unstable alchemical mixtures. The unpredictable nature of the experiments led to their transformation into grotesque and dangerous hybrids. The alchemist’s desire to imbue them with new abilities and traits has given rise to these monstrous beings, each possessing a unique blend of characteristics.
Level One Stats:
- Health Points (HP): 20-30
- Attack Damage: 5-10
- Defense: 2-4
- Speed: 8-12
- Initiative: +2
Skills:
- Venomous Strike: The alchemically mutated beast delivers a venomous bite, injecting a potent toxin that weakens its prey and inflicts ongoing damage over time.
- Acidic Claws: The mutated beast slashes at its opponents with razor-sharp claws coated in corrosive acid, causing both physical and chemical damage.
- Elemental Breath: Some of the more advanced alchemically mutated beasts have gained the ability to unleash elemental breath attacks. For example, a bear might breathe a cone of scorching fire, or an eagle could unleash a gust of freezing wind.
Strategy: Alchemically mutated beasts rely on their enhanced physical attributes and specialized abilities to overwhelm their opponents. They are often aggressive, attacking with swift strikes and utilizing their unique traits to gain an advantage. Their strategy revolves around exploiting vulnerabilities and wearing down their adversaries with a combination of brute force and elemental attacks.
Attacks:
- Claw Swipe: The mutated beast lunges forward, swiping its claws at its target with great speed and force.
- Ferocious Bite: It pounces on its prey, attempting to sink its teeth into vulnerable areas and delivering a devastating bite.
- Elemental Assault: If the mutated beast possesses elemental abilities, it can unleash an elemental attack, such as a blast of fire, a burst of lightning, or a gust of wind.
Vulnerabilities:
- Vulnerability to Elemental Counters: As these mutated creatures are infused with unstable alchemical energies, they are susceptible to elemental attacks themselves. Attacks utilizing elemental magic or specific elements that counter their own abilities can cause heightened damage.
- Unstable Physiology: The alchemical mutations within their bodies make them more susceptible to certain ailments or toxins. Poison-based attacks or debilitating effects that target their altered physiology can be particularly effective.
Tags: Alchemically Mutated, Hybrid Monstrosities, Unpredictable Abilities, Elemental Traits, Aggressive Tactics
Encountering these alchemically mutated beasts within The Alchemist’s Alembic poses a significant challenge for level one adventurers. Their diverse abilities and unpredictable nature require careful planning, strategic use of elemental counters, and exploiting vulnerabilities to emerge victorious. Engaging in direct combat without a well-thought-out strategy can prove perilous, as their enhanced physical prowess and unique traits make them formidable opponents.
Alchemically mutated beasts are typically encountered in various chambers and corridors throughout The Alchemist’s Alembic. The environment in which they are fought often reflects the chaotic and alchemical nature of the dungeon. Here are a few examples:
- Chamber of Elements: Some mutated beasts guard the elemental chambers, defending the sources of alchemical power. For instance, a wolf with venomous fangs might be found in the chamber representing the element of water, guarding a pool of toxic liquid. The battle takes place amidst swirling waters and dripping stalactites.
- Laboratory of Enigmas: Within this chamber, mutated beasts serve as guardians of the alchemist’s secrets and prized experiments. They prowl through shelves filled with strange vials and apparatus, engaging intruders amidst the alchemical chaos of shattered glass, spilled potions, and flickering magical flames.
- Vault of Transformations: Here, mutated beasts protect the alchemist’s most potent transformative elixirs and experimental subjects. The battle unfolds amidst vats of bubbling potions and shelves filled with containers of strange, pulsating substances. The air is thick with the scent of potent chemicals.
When defeated, the remains of the alchemically mutated beasts can serve several purposes within the dungeon:
- Alchemical Ingredients: The mutated remains can be harvested for valuable alchemical ingredients. Their fangs, claws, or even internal organs might possess unique properties useful for brewing potions, creating magical artifacts, or imbuing weapons with alchemical enhancements.
- Catalyst for Transformations: The remains can act as catalysts in specific alchemical rituals or experiments within the dungeon. By combining the mutated remnants with other ingredients, adventurers might unlock new transformations or gain temporary enhancements to their own abilities.
- Ritual Components: The remains may hold significance in rituals or puzzles within the dungeon. Placing the remains in designated altars or using them in conjunction with specific symbols or mechanisms can open secret passages or unveil hidden treasures.
It is important to note that handling the remains of alchemically mutated beasts requires caution, as their chaotic nature may still linger even in death. The unstable essence within their bodies might have residual effects or reactions. Thus, adventurers must exercise care and knowledge of alchemical principles when utilizing their remains for various purposes within The Alchemist’s Alembic.

When encountering an alchemically mutated beast within The Alchemist’s Alembic, the sensory and extra-sensory perceptions provide a vivid and unsettling experience. Here is a detailed account of what one might perceive:
- Sight:
- Perception: The creature’s grotesque form is immediately striking. Its body is a disturbing amalgamation of various animal parts, twisted and warped by alchemical experiments.
- Description: The beast may have the head of a wolf, the claws of a bear, and the wings of an eagle, all fused together in a nightmarish fashion. Parts of its body glow with a sickly green or vibrant blue hue, indicating the unstable alchemical energies within. Its eyes might flicker with elemental fire or seem to swirl with dark, shadowy mist.
- Positives: Observers can identify the beast’s unique abilities by the visual cues (e.g., glowing claws suggest acidic attacks).
- Negatives: The creature’s chaotic appearance can be deeply unsettling and may cause a sense of dread or nausea.
- Sound:
- Perception: The air is filled with a cacophony of noises emanating from the beast.
- Description: It emits a low growl, intermixed with unnatural sounds like the crackling of fire, the hiss of acid, and the whistling of wind. The beast’s movements might be accompanied by the clinking of metal or the bubbling of chemicals, hinting at its alchemical origins.
- Positives: The distinct sounds can serve as warnings of its various attacks.
- Negatives: The noise can be disorienting and heighten the tension, making it harder to focus.
- Smell:
- Perception: The creature’s proximity brings with it a strong and unpleasant odor.
- Description: A mix of acrid chemicals, burning flesh, and decay pervades the air. The scent of sulfur and chlorine might also be present, hinting at the beast’s elemental abilities.
- Positives: The distinct smell can alert adventurers to the presence of the beast before it is seen.
- Negatives: The overpowering stench can be nauseating and may impair breathing or concentration.
- Taste:
- Perception: While taste is not directly engaged, the beast’s presence can affect this sense indirectly.
- Description: The acrid and chemical-laden air can leave a bitter, metallic taste in the mouth.
- Positives: The taste can serve as an additional warning of the beast’s presence.
- Negatives: The unpleasant taste can cause discomfort and distraction.
- Touch:
- Perception: Physical contact with the creature reveals its unnatural texture.
- Description: Its skin is leathery and tough, with some areas feeling slimy or covered in sharp scales. Parts of its body might be hot to the touch, while others are unnaturally cold or wet.
- Positives: The varying textures provide clues about the beast’s different abilities.
- Negatives: Direct contact is dangerous due to the risk of venom, acid burns, or other elemental effects.
- Extra-Sensory Perceptions:
- Magical Aura:
- Perception: Those attuned to magic can sense a chaotic and powerful aura surrounding the beast.
- Description: The aura is a swirling mix of colors and energies, indicating the unstable alchemical forces at play. It might feel oppressive or erratic, shifting rapidly in intensity.
- Positives: The magical aura provides insight into the beast’s capabilities and the nature of its mutations.
- Negatives: The chaotic energy can interfere with spellcasting or other magical abilities, causing unpredictability.
- Intuitive Dread:
- Perception: A deep, instinctual fear grips those who encounter the beast.
- Description: This fear is an innate response to the creature’s unnatural and dangerous presence. It feels like an impending doom or a sense of being watched by a malevolent force.
- Positives: The fear can heighten alertness and readiness to react.
- Negatives: The overwhelming dread can cause hesitation, panic, or a decrease in combat effectiveness.
- Empathic Echoes:
- Perception: Some may sense the remnants of the beast’s original form and its pain.
- Description: Echoes of suffering and confusion emanate from the creature, revealing the torment it endured during its transformation. These empathic impressions are faint but disturbing.
- Positives: Understanding the beast’s pain can evoke sympathy and a desire to end its suffering.
- Negatives: The empathic connection can be emotionally draining and may cause distraction or reluctance to fight.
- Magical Aura:
Encountering an alchemically mutated beast is a harrowing experience that engages all senses and extra-sensory perceptions, providing both warnings and challenges to those who face it. The sensory overload can be both a boon and a hindrance, offering crucial information while simultaneously testing the resolve and focus of the adventurers.
Tale of the Alchemist’s Beast
In days of old, when the world was yet young and shrouded in mystery, there lived an alchemist of great renown. His name has been lost to time, but his tale, passed through generations, tells of his desire to unravel the secrets of life itself. Deep within the dark heart of the forest, he built his abode, the Alchemist’s Alembic, where he delved into forbidden knowledge and brewed potions of incredible potency.
It is said that the alchemist, in his quest for ultimate wisdom, sought to create beings of unmatched power and skill. He captured creatures from the forest – wolves, bears, eagles, and serpents – and subjected them to the influences of his alchemical mixtures. These elixirs, unstable and potent, transformed the once-familiar animals into abominations of nightmarish form and ability.
The beasts, now grotesque hybrids, possessed the ferocity of their original forms but were enhanced with bizarre new traits. One beast, the most fearsome of all, was said to have the head of a wolf, the claws of a bear, and the wings of an eagle, its eyes glowing with an eerie light. It could breathe fire, exhale freezing winds, and strike with venomous fangs, making it a creature of dread and despair.
The alchemist, blinded by his ambition, saw these creations as masterpieces. But the creatures, filled with pain and rage from their forced transformations, broke free from their bonds. They ravaged the alchemist’s abode, turning the once-great Alembic into a ruin of shattered glass and spilled potions. The beasts fled into the forest, becoming the terror of all who ventured near.
Generations passed, and the story of the alchemically mutated beasts became legend. It was told in hushed tones around campfires, warning young and old alike of the dangers lurking in the forest’s heart. The creatures, now symbols of nature’s wrath and the folly of man, continued to roam, their forms and powers shifting unpredictably.
And so, the moral of this ancient tale: In the pursuit of knowledge and power, one must tread with care, for the forces we seek to control may turn against us, unleashing chaos and sorrow upon the world.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Alchemically Mutated Beast
- Characteristics:
- STR: 80
- CON: 70
- SIZ: 60
- DEX: 50
- INT: 30
- POW: 40
- Hit Points: 13
- Move: 8
- Damage Bonus: +1D4
- Attacks:
- Venomous Strike: 50%, damage 1D6 + 1D4 poison (1D6 poison damage per round for 1D4 rounds)
- Acidic Claws: 60%, damage 1D8 + 1D4 acid (additional 1D6 acid damage per round for 1D3 rounds)
- Elemental Breath: 30%, damage 2D6 (fire, cold, or lightning, as chosen by the Keeper)
- Armor: 2 points of natural armor
- Sanity Loss: 1/1D6
- Special Abilities:
- Unstable Physiology: Any critical hit or critical failure while attacking the beast results in an explosive alchemical reaction. Roll 1D6: on a 1-3, the attacker takes 1D6 damage; on a 4-6, the beast takes 1D6 damage.
- Elemental Vulnerability: Takes double damage from attacks that counter its elemental abilities (e.g., water vs. fire, electricity vs. water).
Blades in the Dark
Alchemically Mutated Beast
- Tier: III
- Quality: 2
- Scale: 1
- Edges:
- Ferocious: Gains potency on all attack rolls.
- Elemental Adaptation: Can switch between fire, cold, and lightning attacks, gaining +1 effect on the chosen element’s attack.
- Harm:
- Claw Swipe: 3-harm (standard)
- Venomous Bite: 2-harm + poison (level 2 harm per turn unless treated)
- Elemental Breath: 4-harm area (choose fire, cold, or lightning)
- Armor: 2
- Special Abilities:
- Alchemical Unpredictability: When taking stress, roll 1D6. On a 1-3, the creature gains a temporary ability (chosen by the GM). On a 4-6, it loses one of its abilities for the scene.
- Stress: 4
- Resistance: 3
Dungeons & Dragons (5th Edition)
Alchemically Mutated Beast
- Medium monstrosity, chaotic evil
- Armor Class: 14 (natural armor)
- Hit Points: 58 (9d8 + 18)
- Speed: 40 ft.
- STR: 18 (+4)
- DEX: 14 (+2)
- CON: 15 (+2)
- INT: 5 (-3)
- WIS: 12 (+1)
- CHA: 6 (-2)
- Skills: Perception +3, Stealth +4
- Damage Resistances: Poison, Acid
- Damage Vulnerabilities: Fire, Cold
- Senses: Darkvision 60 ft., passive Perception 13
- Languages: Understands Alchemist’s commands but can’t speak
- Challenge: 4 (1,100 XP)
- Actions:
- Multiattack: The beast makes two attacks: one with its claws and one with its bite.
- Claw Swipe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage plus 4 (1d8) acid damage.
- Venomous Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.
- Elemental Breath (Recharge 5-6): The beast exhales elemental energy in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (6d6) damage on a failed save, or half as much damage on a successful one. Choose fire, cold, or lightning damage.
- Reactions:
- Unstable Physiology: When the beast takes damage from an attack, roll a d6. On a 1-3, the attacker takes 5 (1d10) acid damage; on a 4-6, the beast takes an additional 5 (1d10) damage.
Knave
Alchemically Mutated Beast
- HD: 4
- Armor: 2
- Move: 10
- Attributes:
- STR: +3
- DEX: +2
- CON: +2
- INT: -3
- WIS: +1
- CHA: -2
- HP: 16
- Attacks:
- Claw Swipe: +5 to hit, 1d8 + 3 damage
- Venomous Bite: +5 to hit, 1d6 + 3 damage + poison (2 damage per round, 3 rounds)
- Elemental Breath: Once per encounter, breathes a 20-foot cone of fire, cold, or lightning, dealing 4d6 damage (DEX save for half damage).
- Special Abilities:
- Unstable Physiology: On a critical hit against the beast, it explodes in a burst of acid. All creatures within 10 feet take 1d6 acid damage.
- Elemental Vulnerability: Takes double damage from elemental attacks that counter its own (e.g., water vs. fire).
- Positives:
- High damage output and unique abilities make it a formidable opponent.
- Adds an element of unpredictability to encounters, enhancing the challenge and excitement.
- Negatives:
- Vulnerability to specific elemental attacks can be exploited by knowledgeable adventurers.
- Unstable physiology can be dangerous to both the beast and its attackers.
Fate Core
Alchemically Mutated Beast
- Aspects:
- High Concept: Grotesque Hybrid Alchemical Creature
- Trouble: Unstable Alchemical Nature
- Aspect: Elemental Attacker
- Aspect: Ferocious and Relentless
- Skills:
- Superb (+5): Fight
- Great (+4): Physique
- Good (+3): Athletics
- Fair (+2): Notice
- Stunts:
- Venomous Strike: +2 to Fight when attempting to poison an opponent.
- Acidic Claws: When using Fight to attack with claws, deal an additional 2 shifts of acid damage.
- Elemental Breath: Once per scene, the beast can attack all enemies in a zone with elemental breath (Fire, Cold, or Lightning) using a Fight roll.
- Stress:
- Physical Stress: [ ] [ ] [ ] [ ]
- Mental Stress: [ ] [ ]
- Consequences:
- Mild (2):
- Moderate (4):
- Severe (6):
Numenera & Cypher System
Alchemically Mutated Beast
- Level: 5
- Health: 20
- Damage: 5 (Venomous Strike), 6 (Acidic Claws), 8 (Elemental Breath)
- Armor: 2
- Motive: Guard the Alchemist’s Secrets
- Combat:
- Venomous Strike: Inflicts 5 damage plus 3 poison damage (might defense roll to avoid poison).
- Acidic Claws: Inflicts 6 damage and additional 3 acid damage over time (2 rounds).
- Elemental Breath: Once per encounter, the beast can unleash an elemental breath attack in a cone, dealing 8 damage (speed defense roll to avoid half damage).
- Special Abilities:
- Unstable Physiology: When the beast is attacked with a natural 1, it explodes in a burst of acid, dealing 5 acid damage to all within immediate range.
- Elemental Vulnerability: Takes 2 additional damage from elemental attacks that counter its abilities.
Pathfinder (2nd Edition)
Alchemically Mutated Beast
- Creature 4
- Perception: +12; darkvision
- Languages: Understands Alchemist’s commands but cannot speak
- Skills: Stealth +10, Athletics +10
- STR: +4, DEX: +2, CON: +2, INT: -3, WIS: +1, CHA: -2
- AC: 20
- HP: 55
- Fort: +10, Ref: +8, Will: +7
- Speed: 40 feet
- Melee:
- Claw Swipe: +12 (Agile), damage 2d6+4 slashing plus 1d6 acid
- Venomous Bite: +12, damage 1d8+4 piercing plus 2d6 poison
- Ranged:
- Elemental Breath (Fire, Cold, or Lightning): (cone 30 feet), DC 19 basic Reflex save, 6d6 damage, recharge 5-6
- Special Abilities:
- Unstable Physiology: On a critical hit, the beast explodes, dealing 2d6 acid damage to all within 10 feet (DC 19 Reflex save for half).
- Elemental Vulnerability: Takes double damage from elemental attacks that counter its abilities.
Savage Worlds
Alchemically Mutated Beast
- Attributes:
- Agility: d8
- Smarts: d4 (A)
- Spirit: d6
- Strength: d10
- Vigor: d8
- Skills:
- Fighting: d10
- Notice: d6
- Stealth: d8
- Pace: 8
- Parry: 7
- Toughness: 8 (2) (natural armor)
- Edges:
- Quick: The beast can redraw initiative cards of 5 or lower.
- Special Abilities:
- Venomous Strike: The beast’s bite causes 2d6 poison damage; those hit must make a Vigor roll (–2) or suffer Fatigue.
- Acidic Claws: Claw attacks deal 2d8 damage plus 1d6 acid damage.
- Elemental Breath: The beast can breathe fire, cold, or lightning in a Cone Template, dealing 3d6 damage (Agility roll to avoid, –2 to resist).
- Unstable Physiology: When the beast is wounded, roll a d6. On a 1, it explodes, causing 2d6 damage to all within a Medium Burst Template (Agility roll to avoid).
- Elemental Vulnerability: Takes extra damage from opposing elements (e.g., fire vs. ice).
Shadowrun (6th Edition)
Alchemically Mutated Beast
- Attributes:
- Body: 7
- Agility: 4
- Reaction: 4
- Strength: 6
- Willpower: 3
- Logic: 2
- Intuition: 3
- Charisma: 2
- Edge: 3
- Condition Monitor: 12 (Physical), 9 (Stun)
- Initiative: 7 + 1D6
- Movement: 10 meters per turn
- Skills:
- Unarmed Combat: 6
- Perception: 4
- Sneaking: 5
- Attacks:
- Venomous Strike: (Unarmed + 1, DV 6P, AP –2, Poison Damage: 6P over 3 turns)
- Acidic Claws: (Unarmed + 2, DV 8P, AP –4, Acid Damage: 4P over 2 turns)
- Elemental Breath: (Cone Template, DV 10P, AP –4, Fire/Cold/Lightning, Recharge 4-6)
- Armor: 8
- Special Abilities:
- Unstable Physiology: When taking damage, roll 1D6; on a 1-2, the attacker takes 5P acid damage.
- Elemental Vulnerability: Takes double damage from attacks with counter elements (e.g., water vs. fire).
- Gear: None
Starfinder
Alchemically Mutated Beast
- CR: 5
- XP: 1,600
- Type: Monstrous humanoid
- Init: +6
- Senses: Darkvision 60 ft.; Perception +10
- Defense:
- EAC: 17
- KAC: 19
- HP: 75
- Fort: +8, Ref: +6, Will: +4
- Offense:
- Speed: 40 ft.
- Melee: Claw Swipe +13 (2d8+8 slashing + 1d6 acid), Venomous Bite +13 (1d8+8 piercing + 2d6 poison)
- Ranged: Elemental Breath (30-ft. cone, DC 15 Reflex, 6d6 fire/cold/lightning, once per encounter)
- Space: 10 ft.; Reach: 10 ft.
- Special Abilities:
- Unstable Physiology: When the beast takes damage, roll a d6; on a 1-2, the attacker takes 1d6 acid damage.
- Elemental Vulnerability: Takes double damage from counter-elemental attacks.
Traveller (Mongoose, 2nd Edition)
Alchemically Mutated Beast
- Traits:
- Strength: 10
- Dexterity: 8
- Endurance: 9
- Intelligence: 2
- Education: 1
- Social: 0
- Skills:
- Melee (Natural Weapons): 2
- Athletics: 1
- Recon: 1
- Armor: 4 (Natural)
- Attacks:
- Venomous Bite: 2D damage, plus 1D poison (endurance check, fail causes 2D damage over 3 rounds)
- Acidic Claws: 3D damage, plus 1D acid (endurance check, fail causes 1D damage over 2 rounds)
- Elemental Breath: 4D damage (fire/cold/electricity, 30 ft. cone, 1D6 recharge)
- Special Abilities:
- Unstable Physiology: On a natural 2 or 12 on attack rolls, the beast takes 1D damage, and attacker takes 1D acid damage.
- Elemental Vulnerability: Takes double damage from attacks with counter elements.
Warhammer Fantasy Roleplay (4th Edition)
Alchemically Mutated Beast
| M | WS | BS | S | T | I | Agi | Dex | Int | WP | Fel |
| 5 | 45 | 0 | 50 | 40 | 30 | 30 | 20 | 10 | 30 | 10 |
- Wounds: 20
- Traits:
- Armor: 2 (Natural Armor)
- Venomous Strike: Bite attack; if hit, deals 1D10+5 damage + poison (WP test or take 1D10 wounds over 3 rounds)
- Acidic Claws: 1D10+5 damage + 1D10 acid damage over 2 rounds (Toughness test to resist)
- Elemental Breath: Once per encounter, breathes fire/cold/electricity in a 30-ft. cone, dealing 3D10 damage (Agility test to avoid, half damage)
- Skills:
- Melee (Brawling): +10
- Perception: +10
- Stealth: +10
- Talents:
- Unstable Physiology: When the beast is damaged, roll 1D10; on a 1-2, attacker takes 1D10 acid damage.
- Elemental Vulnerability: Takes double damage from counter-elemental attacks.
- Special Rules:
- Unstable Physiology: When critically hit, the beast explodes, dealing 1D10 acid damage to all within 5 ft. (Toughness test to resist).
- Elemental Vulnerability: Takes double damage from attacks with opposing elemental forces.

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One response to “Alchemically Mutated Beasts”
[…] Alchemically Mutated Beasts: Once ordinary creatures, they have been exposed to unstable alchemical mixtures and transformed into bizarre, hybrid monstrosities. For instance, a wolf might possess venomous fangs and acidic claws, or a bear could have a chitinous exoskeleton and the ability to breathe fire. […]