From: Sanctum of Alchemical Wonders

Lore: Deep within the depths of The Sanctum of Alchemical Wonders, failed alchemical experiments have given rise to horrifying abominations. These abominations are the result of the alchemist’s reckless and misguided attempts to harness the chaotic energies and create powerful concoctions. Each abomination is a grotesque amalgamation of different creatures and alchemical substances, exhibiting deformities and possessing unique, often dangerous, abilities. These Alchemical Abominations now roam the dark recesses of the dungeon, embodying the twisted consequences of alchemical experimentation gone awry.

Specific Examples:

  • Corrosive Ooze Amalgam: This abomination is a gelatinous mass of oozing substances infused with corrosive properties. It dissolves armor and corrodes anything it comes into contact with. Its amorphous form allows it to squeeze through small spaces and surprise unsuspecting adventurers.
  • Explosive Misshapen Monstrosity: This abomination is a hulking, misshapen creature that has volatile alchemical substances pulsating within its body. It possesses explosive capabilities, capable of launching devastating explosions that can damage multiple targets. Adventurers must exercise caution when engaging this creature to avoid being caught in its explosions.
  • Debilitating Alchemical Fume Emitter: This abomination emits noxious alchemical fumes, enveloping its immediate surroundings. These fumes induce weakness, nausea, and disorientation in those exposed to them. Adventurers must be prepared with proper protective gear or find ways to neutralize or disperse the fumes to avoid succumbing to their debilitating effects.

Level One Stats:

  • Health: 35-40
  • Attack: 9-12
  • Defense: 7-9
  • Speed: 10-12

Skills:

  • Corrosive Touch: The Corrosive Ooze Amalgam can dissolve armor and inflict corrosive damage with a touch.
  • Explosive Burst: The Explosive Misshapen Monstrosity can trigger explosive bursts, causing area-of-effect damage.
  • Alchemical Fume Emission: The Debilitating Alchemical Fume Emitter releases noxious fumes that weaken and disorient opponents.

Strategy… Engaging Alchemical Abominations requires caution and adaptive strategies due to their unique abilities and deformities. Here are some key considerations:

  • Exploit Weaknesses: Identify and exploit vulnerabilities specific to each abomination. For example, the Corrosive Ooze Amalgam might be susceptible to freezing attacks, while the Explosive Misshapen Monstrosity may be weak against impact-based attacks.
  • Protective Measures: Employ protective gear or enchantments to mitigate the corrosive effects of the Corrosive Ooze Amalgam or employ fire-resistant equipment to minimize damage caused by explosive bursts.
  • Environmental Utilization: Exploit the surroundings to neutralize or disperse the alchemical fumes emitted by the Debilitating Alchemical Fume Emitter. This could involve activating ventilation systems, creating barriers, or employing alchemical solutions to counter the effects.
  • Coordination and Focus: Alchemical Abominations are formidable adversaries, and teamwork and coordination among adventurers are crucial. Focusing fire on one target at a time can prevent the abominations from overwhelming the party.

Attacks:

  • Corrosive Touch: The abomination’s corrosive touch dissolves armor and inflicts damage over time.
  • Explosive Burst: The explosive abomination releases a powerful burst of explosive energy, causing area-of-effect damage.
  • Alchemical Fume Release: The abomination releases noxious fumes that weaken and disorient opponents, impairing their combat abilities.

Vulnerabilities:

  • Elemental Weakness: Some Alchemical Abominations may have elemental vulnerabilities that adventurers can exploit. For example, the Corrosive Ooze Amalgam may be weak to freezing attacks, while the Explosive Misshapen Monstrosity may be susceptible to impact-based attacks.
  • Deformities: Alchemical Abominations’ deformities may render them more susceptible to attacks that target specific areas or impair their mobility.

Tags: Failed Alchemical Experiments, Grotesque Abominations, Deformities, Alchemical Dangers, Chaotic Creations

Alchemical Abominations, grotesque amalgamations born from failed experiments, pose unique challenges within The Sanctum of Alchemical Wonders. Adventurers must approach each encounter with caution, employing adaptive strategies, exploiting vulnerabilities, and utilizing their alchemical knowledge to neutralize or overcome these formidable adversaries. The remains of Alchemical Abominations may also hold rare components that can be utilized by alchemists or craftsmen in the creation of potent potions, alchemical solutions, or unique enchanted items.

Where and How They are Fought With… Alchemical Abominations are encountered in various locations within The Sanctum of Alchemical Wonders, reflecting the chaotic and twisted nature of the dungeon. The environment in which they are fought can greatly impact the strategies employed by adventurers. Here are some details about where and how they are fought:

  • Corrosive Ooze Amalgam:
    • Environment: These abominations are often encountered in cramped or confined spaces, such as narrow corridors, hidden chambers, or storage areas within the dungeon. These areas may contain remnants of failed alchemical experiments or vats of volatile substances.
    • Combat Style: The Corrosive Ooze Amalgam relies on its amorphous form to squeeze through tight spaces and surprise its opponents. It attacks by enveloping its targets, dissolving armor, and dealing corrosive damage over time. Adventurers must maintain distance and avoid close contact with the abomination to minimize the risk of being engulfed.
  • Explosive Misshapen Monstrosity:
    • Environment: These abominations are often encountered in large chambers or open spaces within the dungeon. These areas may contain alchemical apparatuses, unstable mixtures, or explosive materials.
    • Combat Style: The Explosive Misshapen Monstrosity utilizes its size and explosive capabilities to wreak havoc on its foes. It launches explosive bursts, causing area-of-effect damage. Adventurers must maintain their distance and employ hit-and-run tactics to avoid being caught in the range of its explosions.
  • Debilitating Alchemical Fume Emitter:
    • Environment: These abominations are commonly encountered in chambers or corridors filled with toxic gases or alchemical fumes. These areas may contain ventilation systems or alchemical devices dispersing the fumes.
    • Combat Style: The Debilitating Alchemical Fume Emitter releases noxious fumes that weaken and disorient opponents, impairing their combat abilities. Adventurers must find ways to neutralize or disperse the fumes, such as activating ventilation systems or employing alchemical solutions, to minimize their detrimental effects.

Remains and Their Uses… The remains of Alchemical Abominations hold potential value in alchemical endeavors and crafting projects. Here are some examples of how their remains may be used:

  • Corrosive Residue: Extracted from the remains of Corrosive Ooze Amalgam, the corrosive residue contains potent acids and corrosive properties. Alchemists can utilize this residue in the creation of powerful corrosive potions, substances that dissolve barriers, or as a component for crafting acid-resistant equipment.
  • Unstable Essence: Derived from the remains of the Explosive Misshapen Monstrosity, unstable essence retains volatile alchemical energies. This essence can be used by alchemists or enchanters to create explosive potions, imbue weapons with explosive enchantments, or construct traps that harness explosive properties.
  • Purifying Agents: Obtained from the remains of the Debilitating Alchemical Fume Emitter, purifying agents possess properties that can neutralize or disperse toxic gases and fumes. These agents can be used by alchemists or engineers to create protective masks, potions that provide temporary resistance to toxic substances, or to develop ventilation systems that cleanse the air in hazardous environments.

It is important to note that handling the remains of Alchemical Abominations requires caution and expertise in alchemical practices. Their remains may still retain residual chaotic energies and volatile properties. Proper alchemical procedures and safety measures should be observed to extract and utilize their remnants effectively without incurring unintended consequences.

When encountering Abominations from the Sanctum of Alchemical Wonders, the five senses, along with extra-sensory perceptions, are engaged in a disturbing and intense manner, creating a vivid and multifaceted experience.

  • Sight
    • Perception: Abominations appear as grotesque amalgamations of different creatures and alchemical substances. Each abomination exhibits severe deformities, their bodies twisted and fused in unnatural ways. The Corrosive Ooze Amalgam is a gelatinous mass, the Explosive Misshapen Monstrosity is a hulking creature with volatile substances pulsating within, and the Debilitating Alchemical Fume Emitter is surrounded by a toxic haze.
    • Description: The visual spectacle is horrifying, with each abomination presenting a unique form of twisted terror. The Corrosive Ooze Amalgam shifts and flows like a living slime, the Explosive Misshapen Monstrosity has bulging, pulsating areas that glow ominously, and the Debilitating Alchemical Fume Emitter exudes a constant, noxious mist.
    • Positives: The terrifying appearance can serve as an immediate warning, alerting adventurers to the danger.
    • Negatives: The grotesque forms can induce fear and hesitation, potentially hindering an adventurer’s ability to react swiftly.
  • Smell
    • Perception: The air around Abominations is filled with a mix of pungent, acrid, and chemical odors. The Corrosive Ooze Amalgam emits a sharp, acidic smell, the Explosive Misshapen Monstrosity has a sulfurous, explosive odor, and the Debilitating Alchemical Fume Emitter releases noxious fumes.
    • Description: The olfactory experience is overwhelming and unpleasant, with each type of abomination presenting its own distinctive stench. The combination of these smells can be nauseating and disorienting.
    • Positives: The strong odors can provide an early warning of the abominations’ presence, allowing adventurers to prepare.
    • Negatives: The overpowering smells can cause nausea and disorientation, impairing combat effectiveness and focus.
  • Hearing
    • Perception: The presence of Abominations is accompanied by unsettling sounds. The Corrosive Ooze Amalgam produces a sloshing and bubbling noise, the Explosive Misshapen Monstrosity emits a low, ominous hum punctuated by occasional pops and crackles, and the Debilitating Alchemical Fume Emitter hisses and gurgles as it releases its fumes.
    • Description: The auditory experience is eerie and unnerving, with each sound adding to the sense of impending danger. The noises can echo through the corridors of the Sanctum, creating an atmosphere of dread.
    • Positives: The distinct sounds can help adventurers identify the type of abomination they are facing before it is fully visible.
    • Negatives: The unsettling sounds can increase anxiety and fear, potentially disrupting concentration and decision-making.
  • Touch
    • Perception: The air around Abominations feels thick and oppressive. The Corrosive Ooze Amalgam is sticky and corrosive to the touch, the Explosive Misshapen Monstrosity is hot and vibrating with unstable energy, and the Debilitating Alchemical Fume Emitter’s fumes create a tingling and burning sensation on the skin.
    • Description: The tactile sensation is unpleasant and alarming, with each abomination presenting a physical threat upon contact. The feeling of the air itself can be suffocating and stifling.
    • Positives: The tactile feedback can reinforce the need for caution and careful handling.
    • Negatives: Physical contact can result in immediate harm, such as burns, corrosion, or chemical exposure, making close combat extremely hazardous.
  • Taste
    • Perception: The air around Abominations carries a bitter, acrid taste, particularly noticeable when breathing through the mouth. The taste of chemicals, sulfur, and decay lingers in the air.
    • Description: The taste is harsh and unpleasant, often causing a reflexive gagging or coughing reaction.
    • Positives: The distinct taste can serve as an additional sensory warning of the abominations’ presence.
    • Negatives: The taste can be nauseating and distracting, further impairing focus and combat readiness.
  • Extra-Sensory Perceptions
    • Magical Aura Perception:
      • Perception: Abominations emit a chaotic and unstable magical aura, a byproduct of the alchemical energies that created them.
      • Description: The magical aura is turbulent and erratic, pulsating with unpredictable energy. It feels like a constant, oppressive presence that is both alluring and repulsive.
      • Positives: The aura can provide insights into the nature and origin of the abominations, aiding in understanding their weaknesses.
      • Negatives: The chaotic energy can be overwhelming, potentially interfering with spellcasting and other magical activities.
    • Psychic Resonance:
      • Perception: Those with psychic abilities may sense the pain and madness inherent in the Abominations. Their minds are fractured and filled with a constant, chaotic swirl of thoughts and emotions.
      • Description: The psychic resonance is jarring and disorienting, filled with fragmented and disturbed thoughts. It feels like an endless scream of anguish and rage.
      • Positives: The resonance can serve as a warning of the abominations’ presence and provide clues to their behavior.
      • Negatives: The intense psychic disturbance can cause mental strain, anxiety, and confusion, impairing psychic abilities and clarity of thought.

Encountering Abominations from the Sanctum of Alchemical Wonders is an intense and overwhelming sensory experience. Their grotesque appearance, overpowering odors, unsettling sounds, harmful touch, and chaotic magical aura create a formidable challenge that requires careful navigation and heightened awareness to overcome.

Tale of the Twisted Creations

In the days of old, before the stars aligned in their familiar patterns, there existed a place of wonder and dread known as the Sanctum of Alchemical Wonders. Deep within its shadowy depths, the alchemists of yore sought to harness the chaotic energies of the world, blending elements and substances in a quest for ultimate power. But their ambitions led to horror, and from their reckless experiments arose the Abominations.

The ancient texts, worn and tattered, tell of these creatures, born of alchemical folly. The most feared among them were the Corrosive Ooze Amalgam, the Explosive Misshapen Monstrosity, and the Debilitating Alchemical Fume Emitter. Each abomination was a grotesque blend of different creatures and substances, their forms twisted by the chaotic forces unleashed by the alchemists.

In the scrolls, the story of a brave but foolish adventurer named Thalor is told. Thalor, hearing whispers of the powerful artifacts hidden within the Sanctum, ventured into its depths. He was lured by the promise of untold riches and the secrets of alchemy. As he descended into the dark corridors, the air grew thick with the stench of chemicals and decay, and the shadows seemed to move with a life of their own.

Thalor’s first encounter was with the Corrosive Ooze Amalgam. It oozed from the cracks in the walls, a gelatinous mass that dissolved everything in its path. Thalor, quick of mind and swift of foot, managed to avoid the creature’s corrosive touch, but the scent of burning metal and flesh lingered in the air.

Deeper into the Sanctum, Thalor met the Explosive Misshapen Monstrosity. This hulking beast, its body pulsating with volatile substances, threatened to engulf him in fiery destruction. Thalor, using his wits, hurled a heavy stone at the creature, triggering an explosion that rocked the chamber but spared him from the brunt of the blast.

Finally, Thalor faced the Debilitating Alchemical Fume Emitter. Surrounded by a toxic haze, this abomination released noxious fumes that clouded Thalor’s vision and weakened his limbs. Struggling to stay conscious, he managed to activate an ancient ventilation system, dispersing the fumes long enough for him to escape the creature’s deadly embrace.

Thalor emerged from the Sanctum, battered and wiser. He carried with him the tale of the Abominations, a story of caution and respect for the chaotic forces of alchemy. His journey became legend, a reminder of the perils that lay in the pursuit of unchecked power.

Moral of the Story: The pursuit of power without wisdom leads to ruin. Respect the forces of nature and the boundaries of knowledge, for hubris can birth horrors beyond imagination.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Alchemical Abomination

  • Characteristics:
    • STR: 16
    • CON: 18
    • SIZ: 14
    • DEX: 8
    • INT: 6
    • POW: 10
    • Hit Points: 16
    • Magic Points: 10
    • Sanity Loss: 1/1D8
  • Skills:
    • Stealth 30%
    • Brawl 50%
  • Abilities:
    • Corrosive Touch: Inflicts 1D6 damage per round due to corrosion (armor and objects dissolve).
    • Explosive Burst: Once per hour, the abomination can explode, causing 2D6 damage to all within 10 feet (DEX roll to halve damage).
    • Alchemical Fume Emission: Emits fumes causing nausea and disorientation (CON roll to resist, failure results in -20% to all skills for 1D4 rounds).
  • Combat:
    • Corrosive Touch: 50%, 1D6 damage per round.
    • Explosive Burst: 50%, 2D6 damage, area effect.
    • Alchemical Fume Emission: 40%, area effect causing -20% to all skills.
  • Special:
    • Elemental Weakness: Takes double damage from elemental attacks (fire, ice, etc.).

Blades in the Dark

Alchemical Abomination

  • Tier: II
  • Quality: 3
  • Scale: Large
  • Features:
    • Corrosive Touch: Inflicts 2-harm and dissolves armor.
    • Explosive Burst: Causes 3-harm to all within a small area.
    • Alchemical Fume Emission: Causes -1d to all actions for those affected by the fumes.
  • Actions:
    • Skirmish: 2
    • Prowl: 1
    • Wreck: 3
  • Special Abilities:
    • Chaotic Mutation: Gains potency when using alchemical attacks.
    • Elemental Weakness: Takes additional harm from elemental effects.
  • Clock:
    • Neutralize Abomination: 6-segment clock to neutralize or destroy the creature.

Dungeons & Dragons (5th Edition)

Alchemical Abomination

  • Large Monstrosity, Chaotic Evil
  • Armor Class: 14 (natural armor)
  • Hit Points: 50 (7d10 + 14)
  • Speed: 20 ft.
  • STR: 18 (+4)
  • DEX: 10 (+0)
  • CON: 14 (+2)
  • INT: 6 (-2)
  • WIS: 8 (-1)
  • CHA: 5 (-3)
  • Skills: Stealth +3, Perception +2
  • Damage Resistances: Non-magical physical damage
  • Condition Immunities: Charmed, Frightened
  • Senses: Darkvision 60 ft., Passive Perception 12
  • Languages: Understands Common but cannot speak
  • Challenge: 4 (1,100 XP)
  • Abilities:
    • Corrosive Touch: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) acid damage.
    • Explosive Burst (Recharge 5-6): The abomination can explode, causing 4d6 fire damage to all creatures within 10 ft. (DC 14 Dexterity saving throw for half damage).
    • Alchemical Fume Emission: Emits a 10-foot-radius cloud of fumes. Creatures within the area must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also incapacitated.
  • Actions:
    • Multiattack: The abomination makes two attacks: one with its Corrosive Touch and one with its Fumes.
    • Corrosive Touch: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) acid damage.
    • Alchemical Fume Emission: Emits fumes in a 10-foot-radius. DC 13 Constitution saving throw or be poisoned.
  • Special:
    • Elemental Weakness: Takes double damage from elemental attacks (fire, ice, etc.).

Knave

Alchemical Abomination

  • HD: 3
  • AC: 14
  • Move: 20 ft.
  • Attack: Corrosive Touch (1d8, melee), Explosive Burst (2d6, area)
  • Abilities:
    • Corrosive Touch: Dissolves armor and deals 1d8 acid damage.
    • Explosive Burst: Once per encounter, the abomination can explode, dealing 2d6 damage to all within 10 ft. (save vs. DEX for half damage).
    • Alchemical Fume Emission: Emits fumes that cause disorientation and nausea (save vs. CON or suffer disadvantage on all rolls for 1d4 rounds).
  • Special:
    • Elemental Weakness: Takes double damage from elemental attacks (fire, ice, etc.).
  • Equipment:
    • Alchemical Residue: Remnants can be harvested for crafting potions or explosives.

Fate Core

Alchemical Abomination

  • High Concept: Grotesque Alchemical Experiment Gone Wrong
  • Trouble: Elemental Instability
  • Aspects:
    • Corrosive Touch
    • Explosive Reactions
    • Noxious Fumes
  • Skills:
    • Great (+4): Fight
    • Good (+3): Physique, Athletics
    • Fair (+2): Stealth, Notice
    • Average (+1): Will, Lore
  • Stunts:
    • Corrosive Touch: Once per scene, can inflict severe corrosive damage, adding +2 to Fight rolls when using this attack.
    • Explosive Burst: Once per scene, can cause an explosive burst, creating a zone of effect attack with +2 to the roll.
    • Alchemical Fume Emission: Can emit noxious fumes causing confusion and debilitation, giving a -2 penalty to all actions for affected targets for one exchange.
  • Stress and Consequences:
    • Stress Boxes: 3
    • Consequences: Mild (2), Moderate (4), Severe (6)

Numenera & Cypher System

Alchemical Abomination

  • Level: 3
  • Motive: To cause chaos and destruction
  • Health: 12
  • Damage Inflicted: 4 points
  • Armor: 1
  • Movement: Short
  • Modifications: Stealth as level 5, Speed defense as level 4
  • Combat:
    • Corrosive Touch: Inflicts 4 points of acid damage, dissolving armor and causing ongoing damage (1 point per round for 3 rounds).
    • Explosive Burst: Causes 4 points of damage in an immediate area, potentially harming multiple targets (Speed defense roll to avoid).
    • Alchemical Fume Emission: Creates a cloud of noxious fumes in an immediate area, causing confusion and debilitation (-1 to all rolls for 1 minute, Might defense roll to resist).
  • Interaction:
    • Unpredictable and dangerous, the abomination’s behavior can be erratic and volatile.
  • Use in Game:
    • Alchemical Abominations present a multi-faceted challenge, requiring players to adapt their strategies to counter its corrosive, explosive, and debilitating attacks.

Pathfinder (2nd Edition)

Alchemical Abomination

  • Large Aberration
  • Perception: +7; darkvision
  • Languages: None
  • Skills: Stealth +10, Athletics +8
  • Str: 18 (+4)
  • Dex: 12 (+1)
  • Con: 14 (+2)
  • Int: 5 (-3)
  • Wis: 10 (+0)
  • Cha: 6 (-2)
  • AC: 17 (natural armor)
  • HP: 45
  • Speed: 25 ft.
  • Attacks:
    • Corrosive Touch: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d8+4 acid damage plus 1d4 ongoing acid damage for 3 rounds.
    • Explosive Burst (1/day): The abomination explodes, causing 4d6 fire damage to all creatures within 10 ft. (DC 15 Reflex save for half damage).
    • Alchemical Fume Emission: Emits a cloud of fumes in a 10-foot-radius. Creatures within the area must succeed on a DC 14 Fortitude saving throw or be poisoned for 1 minute. While poisoned, the target is also confused.
  • Special Abilities:
    • Elemental Instability: Takes double damage from elemental attacks (fire, ice, etc.).

Savage Worlds (Adventure Edition)

Alchemical Abomination

  • Attributes:
    • Agility: d6
    • Smarts: d4 (A)
    • Spirit: d6
    • Strength: d10
    • Vigor: d8
  • Skills:
    • Fighting: d8
    • Athletics: d6
    • Stealth: d8
    • Notice: d6
  • Pace: 5; Parry: 6; Toughness: 8 (2)
  • Special Abilities:
    • Corrosive Touch: Inflicts 2d6 acid damage, dissolves armor (-2 Armor Penalty for 3 rounds).
    • Explosive Burst: Once per encounter, can cause an explosive burst dealing 3d6 damage to all within a Medium Burst Template (Agility roll to avoid).
    • Alchemical Fume Emission: Emits a cloud of fumes causing -2 to all rolls for those within the area for 1d6 rounds (Vigor roll to resist).
  • Edges:
    • Improved Frenzy: Can make two Fighting attacks each round at no penalty.
  • Weakness:
    • Elemental Instability: Takes +4 damage from elemental attacks.

Shadowrun (6th Edition)

Alchemical Abomination

  • Type: Critter (Awakened)
  • Attributes:
    • Body: 8
    • Agility: 3
    • Reaction: 2
    • Strength: 9
    • Willpower: 4
    • Logic: 1
    • Intuition: 3
    • Charisma: 1
    • Edge: 2
    • Essence: 6
    • Magic: 3
  • Skills:
    • Unarmed Combat 6
    • Stealth 5
    • Perception 4
  • Powers:
    • Corrosive Touch: Inflicts 5P acid damage, bypassing armor.
    • Explosive Burst: Can detonate, causing 8P damage in a 10-meter radius (Body + Reaction [3] test to resist half damage).
    • Alchemical Fume Emission: Releases noxious fumes in a 5-meter radius, causing nausea and disorientation (Willpower + Body [2] test to resist -2 dice pool penalty to all actions for 3 rounds).
  • Weaknesses:
    • Elemental Instability: Takes double damage from elemental attacks (fire, ice, etc.).

Starfinder

Alchemical Abomination

  • CR: 3
  • XP: 800
  • Type: Aberration
  • Init: +3
  • Senses: Darkvision 60 ft.; Perception +8
  • Defense:
    • EAC: 14
    • KAC: 16
    • HP: 40
    • Fort: +5
    • Ref: +3
    • Will: +4
    • Speed: 30 ft.
  • Offensive Abilities:
    • Corrosive Touch: Melee attack, +9 to hit, 1d8+4 acid damage plus 1d4 ongoing acid damage for 3 rounds.
    • Explosive Burst: Once per day, the abomination can explode, causing 4d6 fire damage to all creatures within 10 ft. (DC 15 Reflex save for half damage).
    • Alchemical Fume Emission: Emits a 10-foot-radius cloud of fumes. Creatures within the area must succeed on a DC 14 Fortitude save or be sickened for 1 minute.
  • Statistics:
    • Str: 18 (+4)
    • Dex: 10 (+0)
    • Con: 14 (+2)
    • Int: 5 (-3)
    • Wis: 10 (+0)
    • Cha: 6 (-2)
  • Skills: Stealth +13, Athletics +9
  • Languages: Understands Common but cannot speak
  • Special Abilities:
    • Elemental Instability: Takes double damage from elemental attacks (fire, ice, etc.).

Traveller (Mongoose 2nd Edition)

Alchemical Abomination

  • Characteristics:
    • Strength: 10
    • Dexterity: 6
    • Endurance: 12
    • Intelligence: 2
    • Education: 0
    • Social Standing: 0
  • Skills:
    • Melee (Natural Weapons) 3
    • Stealth 2
  • Traits:
    • Corrosive Touch: Inflicts 3D damage plus ongoing acid damage (1D per round for 3 rounds).
    • Explosive Burst: Can explode, causing 4D damage to all within 10 meters (DEX 8+ to halve damage).
    • Alchemical Fume Emission: Emits fumes causing confusion and disorientation (END 8+ to resist, otherwise -2 to all actions for 1D rounds).
  • Weaknesses:
    • Elemental Instability: Takes double damage from elemental attacks (fire, ice, etc.).
  • Notes:
    • Typically found in laboratory environments, using its corrosive touch and explosive abilities to defend itself.

Warhammer Fantasy Roleplay (4th Edition)

Alchemical Abomination

  • Species: Aberration
  • M WS: 35
  • BS: 0
  • S: 40
  • T: 45
  • I: 20
  • Ag: 30
  • Dex: 10
  • Int: 15
  • WP: 30
  • Fel: 0
  • W: 18
  • Traits:
    • Corrosive Touch: Causes 1D10+5 acid damage and ongoing damage (1D10 per round for 3 rounds).
    • Explosive Burst: Once per day, the abomination can explode, causing 4D10 fire damage to all within 10 yards (AG test to halve damage).
    • Alchemical Fume Emission: Emits fumes causing confusion and disorientation (-20 to all tests for those affected, WP test to resist).
  • Skills:
    • Stealth +20
    • Dodge +10
  • Talents:
    • Frenzy: Gains an extra attack when enraged.
  • Weaknesses:
    • Elemental Instability: Takes double damage from elemental attacks (fire, ice, etc.).