From: Sanctum of Alchemical Wonders
Lore: Within the depths of The Sanctum of Alchemical Wonders, the alchemist’s insatiable thirst for knowledge and experimentation has extended to the smallest of creatures. No vermin, be it rats, spiders, or insects, has been spared from their alchemical transformations. These transmuted vermin have undergone profound changes, gained heightened abilities and acquired dangerous traits. Through alchemical means, they have developed venomous bites, acidic secretions, or even the power to manipulate their surroundings. These creatures now roam the dungeon, serving as both obstacles and potential sources of valuable resources for brave adventurers.
Level One Stats:
- Health: 15-20
- Attack: 4-6
- Defense: 2-4
- Speed: 12-15
Skills:
- Venomous Bite: Transmuted vermin with venomous bites can deliver toxic attacks that weaken their targets over time.
- Acidic Secretions: Vermin with acidic secretions can unleash corrosive substances that inflict additional damage and erode armor or protective barriers.
- Alchemical Manipulation: Some transmuted vermin possess the ability to manipulate their surroundings through alchemical means, such as creating temporary barriers or disorienting opponents with alchemical fumes.
Strategy:
- Quick Strikes: Due to their small size and agility, transmuted vermin rely on their speed to swiftly attack and retreat. Adventurers must be alert and responsive to counter their rapid strikes.
- Target Weak Points: Identifying and exploiting their vulnerable areas is key. For example, targeting the exposed abdomen of an arachnid or disrupting the venom sac of a transmuted insect can greatly weaken them.
- Area Control: Vermin with alchemical manipulation abilities can create hazards or obstacles in the environment. Adventurers should carefully navigate the battlefield, avoiding these areas or neutralizing the alchemical effects.
Attacks:
- Venomous Bite: Transmuted vermin with venomous bites can inject potent venom into their victims, causing gradual damage and potentially inducing debilitating effects.
- Acidic Spit: Vermin capable of acidic secretions can project streams of corrosive liquid that burn and degrade anything it meets.
- Alchemical Burst: Some transmuted vermin can release bursts of alchemical energy, disorienting or damaging opponents within a small radius.
Vulnerabilities:
- Size and Fragility: Transmuted vermin are small and relatively fragile, making them susceptible to area-of-effect attacks and weapons capable of dealing with numerous targets.
- Elemental Vulnerabilities: Depending on the nature of their alchemical transformations, certain transmuted vermin may have vulnerabilities to specific elements. For example, a fire-based attack might be particularly effective against vermin with an ice-related transformation.
Tags: Alchemical Experiments, Transmuted Vermin, Dangerous Adaptations, Alchemical Hazards
The presence of transmuted vermin adds an element of unpredictability to The Sanctum of Alchemical Wonders. Adventurers must exercise caution and adapt their strategies accordingly to overcome these small yet dangerous adversaries. The successful defeat of transmuted vermin may yield valuable components for alchemical concoctions, venomous substances, or even rare specimens sought after by alchemists or collectors.
Where and How They are Fought With… Transmuted Vermin are encountered throughout The Sanctum of Alchemical Wonders, often lurking in dark corners, narrow tunnels, or hidden chambers within the dungeon. Here are some details about where and how they are fought:
- Rats:
- Environment: Rats infested with alchemical modifications can be found scurrying in cramped and filthy areas of the dungeon, such as sewers, storage rooms, or underground passages.
- Combat Style: Rats rely on their agility and swarming behavior. They attack in large numbers, attempting to overwhelm their opponents with quick bites and gnawing attacks. Their small size allows them to navigate tight spaces and strike from unexpected angles.
- Spiders:
- Environment: Alchemically transformed spiders can be encountered in areas where webs are abundant, such as shadowy corners, abandoned chambers, or underground lairs.
- Combat Style: Spiders employ their venomous fangs and agility to ensnare and immobilize their prey. They may use their webs to trap opponents, creating temporary barriers or hindering their movement. They strike swiftly, injecting venom to weaken their targets.
- Insects:
- Environment: Alchemically enhanced insects can be found in various locations throughout the dungeon, including overgrown vegetation, damp caverns, or alchemical gardens.
- Combat Style: Insects utilize their unique abilities, such as acidic secretions, to inflict damage and defend themselves. Some may have the power to manipulate their surroundings, creating obstacles or releasing clouds of alchemical fumes to disorient opponents.
Remains and Their Uses… The remains of Transmuted Vermin hold potential value for alchemical purposes and can be utilized in various ways. Here are some examples:
- Venomous Glands:
- Use: Extracting venomous glands from the remains of transmuted vermin can provide valuable venom for crafting potent poisons or alchemical concoctions. These can be used to coat weapons or create venomous potions.
- Chitinous Exoskeletons:
- Use: The sturdy exoskeletons of transformed insects or spiders can be used as a material for crafting armor, providing protection against physical and elemental damage. Their lightweight and durable nature make them valuable resources.
- Acidic Secretions:
- Use: Acidic secretions obtained from transmuted vermin can serve as a potent ingredient for crafting corrosive potions or substances. These can be used to dissolve barriers, weaken armor, or create acidic traps.
- Alchemical Components:
- Use: Transmuted vermin remains may contain alchemical components that possess unique properties. These components can be used in the creation of specialized alchemical mixtures, enhancing the effectiveness of potions, or enabling the creation of alchemical devices.
It is important to note that handling the remains of Transmuted Vermin requires caution, as they may still retain their alchemical traits and properties. Proper alchemical techniques and safety measures should be employed to extract and utilize their remains effectively. Alchemists, potion makers, or craftsmen with knowledge of alchemical practices can make the most of these resources, incorporating them into their creations or experiments within the realm of alchemy.

Above are examples of the Transmuted Vermin from the Sanctum of Alchemical Wonders. These creatures, including alchemically transformed rats, spiders, and insects, exhibit heightened abilities and dangerous traits within the dark and eerie dungeon filled with alchemical symbols and chaotic energies.
Perception of Transmuted Vermin
- Sight
- Perception: The first thing noticed about transmuted vermin is their unnatural appearance. Rats, spiders, and insects are twisted and morphed by alchemical transformations.
- Description: These creatures have glowing eyes, acidic secretions dripping from their mandibles, and bizarre colorations. Their bodies might be covered in unnatural growths, metallic-like exoskeletons, or pulsating with alchemical energy.
- Positives: Their unique and altered forms make them easy to identify as alchemically transformed threats.
- Negatives: The unsettling and grotesque appearance can cause immediate discomfort or fear, potentially causing hesitation in combat.
- Smell
- Perception: The air around transmuted vermin is tinged with a sharp, acrid odor.
- Description: There is a strong smell of chemicals, reminiscent of a laboratory, mixed with the more familiar scents of decaying organic matter and animal musk.
- Positives: The strong odor can serve as an early warning of their presence.
- Negatives: The acrid smell can be overwhelming, causing nausea or disorientation in those who are unprepared.
- Hearing
- Perception: Transmuted vermin make unsettling sounds as they move and interact with their environment.
- Description: Rats scurry and squeak with a high-pitched, almost metallic edge. Spiders produce a faint clicking or chittering sound, and insects buzz with an unnatural intensity.
- Positives: The distinct sounds can help in locating the vermin, even in the dark or obscured areas.
- Negatives: The continuous, unnerving noises can be distracting and cause anxiety, making it hard to focus on other tasks.
- Touch
- Perception: If contact is made, the textures are disturbing and foreign.
- Description: The bodies of transmuted vermin are often covered in slick, slimy secretions or have hard, chitinous exoskeletons that feel cold and unnatural to the touch.
- Positives: The distinctive textures can confirm the alchemical nature of the creatures upon contact.
- Negatives: Direct contact is generally avoided due to the potential for harm from venomous bites or acidic secretions.
- Taste
- Perception: Although not commonly engaged, the environment around these vermin can affect the taste in the air.
- Description: There is a bitter, metallic tang in the air, along with the acidic taste that can make breathing uncomfortable.
- Positives: The taste can be another warning sign of the presence of these dangerous creatures.
- Negatives: The unpleasant taste can make the environment even more inhospitable, contributing to stress and fatigue.
- Extra-Sensory Perceptions
- Magical Aura Perception:
- Perception: Those attuned to magic can sense the alchemical energies radiating from the vermin.
- Description: These creatures emit a chaotic, unstable aura that feels like a mix of different elemental energies clashing together.
- Positives: The aura can help in identifying the specific types of alchemical transformations and potential weaknesses.
- Negatives: The chaotic nature of the aura can be disorienting and hard to interpret accurately without significant experience.
- Psychic Resonance:
- Perception: Psychically sensitive individuals might detect the remnants of the vermin’s original nature intertwined with their new alchemical essence.
- Description: The creatures’ psychic signatures are fractured and disturbed, echoing confusion and pain from their transformations.
- Positives: This perception can provide insight into their behaviors and potential strategies for dealing with them.
- Negatives: The disturbing nature of their psychic resonance can cause discomfort and distress in those who sense it, potentially leading to hesitation or errors in judgment.
- Magical Aura Perception:
Encountering transmuted vermin in the Sanctum of Alchemical Wonders is a profoundly unsettling experience, engaging all senses and demanding heightened awareness and adaptability from adventurers.
Tale of the Alchemist’s Vermin
Long ago, in the time of yore, there existed a place known as the Sanctum of Alchemical Wonders. In this place, the alchemists sought knowledge and power, their curiosity knowing no bounds. Among them was an alchemist of great ambition and little foresight, known only as the Nameless One.
The Nameless One, in his endless quest to unlock the secrets of life, turned his attention to the smallest of creatures. He took the vermin of the Sanctum—rats, spiders, and insects—and subjected them to his alchemical experiments. Through potions, transmutations, and arcane rites, he sought to elevate these lowly creatures, imbuing them with powers beyond their natural forms.
The rats, once mere scavengers, became creatures of terror, their bites venomous and their bodies exuding corrosive secretions. The spiders, already feared for their stealth and venom, were transformed into monstrous beings with the power to manipulate their surroundings with alchemical webs and fumes. The insects, small and numerous, became agents of chaos, their acidic spit and alchemical bursts sowing destruction wherever they roamed.
As the Nameless One’s experiments continued, the vermin began to change in ways even he had not anticipated. They grew more cunning, more aggressive, and more resistant to his control. The Sanctum, once a place of learning and discovery, became a battleground, the alchemist and his apprentices besieged by their own creations.
One night, under the light of a full moon, the vermin launched a coordinated assault on the Nameless One’s laboratory. The alchemist, realizing too late the extent of his folly, fought desperately to regain control. But the vermin, driven by the chaotic energies that now coursed through them, overwhelmed him. The Nameless One was never seen again, his laboratory left in ruins, a testament to his hubris.
In the years that followed, the tale of the Nameless One and his transmuted vermin spread far and wide. Adventurers who ventured into the Sanctum of Alchemical Wonders spoke of the eerie glow of the vermin’s eyes, the acrid smell that filled the air, and the unsettling sounds that echoed through the dark corridors. They told of the vermin’s cunning attacks and their own desperate battles to survive.
Moral of the Story: Seek not to twist nature’s smallest creatures beyond their design, for in doing so, one may unleash forces that cannot be controlled. Respect the boundaries of the natural world, and beware the consequences of unchecked ambition.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Transmuted Vermin
- Characteristics:
- STR: 6
- CON: 10
- SIZ: 2
- DEX: 18
- INT: 6
- POW: 8
- Hit Points: 6
- Magic Points: 8
- Sanity Loss: 0/1D4
- Skills:
- Stealth 70%
- Dodge 40%
- Fighting (Brawl) 40%
- Abilities:
- Venomous Bite: Successful attack causes 1D4 damage plus 1D4 poison damage over 1D4 rounds (CON roll to resist).
- Acidic Secretions: Can spit acid up to 5 feet, causing 1D6 damage and reducing armor effectiveness.
- Alchemical Manipulation: Can create minor barriers or disorient opponents with alchemical fumes, causing a temporary penalty of -10% to opponent’s actions.
- Combat:
- Venomous Bite: 40%, 1D4 damage plus 1D4 poison damage.
- Acid Spit: 50%, 1D6 damage.
- Special:
- Size and Fragility: Vulnerable to area-of-effect attacks and larger weapons.
- Elemental Vulnerabilities: Takes double damage from specific elemental attacks based on their transformation.
Blades in the Dark
Transmuted Vermin
- Tier: 0
- Quality: 1
- Scale: Small
- Features:
- Venomous Bite: Inflicts harm (2 ticks) and poison effect (-1 to actions for 2 rounds).
- Acidic Secretions: Can spit acid, causing harm (2 ticks) and reducing effectiveness of armor.
- Alchemical Manipulation: Can create minor environmental effects, causing temporary obstacles or disorientation (-1 to actions for 2 rounds).
- Actions:
- Prowl: 2
- Skirmish: 2
- Wreck: 1
- Special Abilities:
- Quick Strikes: Gains potency when making fast, hit-and-run attacks.
- Size and Fragility: Takes extra damage from larger weapons and area-of-effect attacks.
- Clock:
- Neutralize Transmuted Vermin: 4-segment clock to defeat or neutralize the creature.
Dungeons & Dragons (5th Edition)
Transmuted Vermin
- Small Aberration, Neutral
- Armor Class: 13 (natural armor)
- Hit Points: 18 (4d6 + 4)
- Speed: 30 ft.
- STR: 8 (-1)
- DEX: 16 (+3)
- CON: 12 (+1)
- INT: 6 (-2)
- WIS: 10 (+0)
- CHA: 4 (-3)
- Skills: Stealth +5, Perception +2
- Damage Resistances: Poison
- Damage Vulnerabilities: Fire (for ice-based transformations), Cold (for fire-based transformations)
- Senses: Darkvision 60 ft., Passive Perception 12
- Languages: —
- Challenge: 1 (200 XP)
- Abilities:
- Venomous Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 piercing damage plus 1d4 poison damage.
- Acid Spit (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 10 ft., one target. Hit: 2d6 acid damage and corrodes armor, reducing AC by 1 until repaired.
- Alchemical Manipulation: Can create minor barriers or clouds of disorienting fumes within a 10-foot radius, causing a -2 penalty to attack rolls for 1 minute (DC 12 Constitution save to resist).
- Actions:
- Multiattack: The vermin makes two attacks: one with its bite and one with its acid spit.
- Venomous Bite: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 piercing damage plus 1d4 poison damage.
- Acid Spit: +5 to hit, range 10 ft., one target. Hit: 2d6 acid damage.
- Special:
- Size and Fragility: Vulnerable to area-of-effect attacks and larger weapons.
- Elemental Vulnerabilities: Takes double damage from specific elemental attacks based on their transformation.
Knave
Transmuted Vermin
- HD: 1
- AC: 13
- Move: 30 ft.
- Attack: Venomous Bite (1d6+1, melee) or Acid Spit (1d8, ranged)
- Abilities:
- Venomous Bite: Successful attack causes 1d6+1 damage plus 1d4 poison damage.
- Acid Spit: Can spit acid up to 10 feet, causing 1d8 damage and reducing armor effectiveness.
- Alchemical Manipulation: Can create minor barriers or disorient opponents with alchemical fumes, causing a temporary -2 penalty to opponent’s actions.
- Special:
- Size and Fragility: Vulnerable to area-of-effect attacks and larger weapons.
- Elemental Vulnerabilities: Takes double damage from specific elemental attacks based on their transformation.
- Equipment:
- Alchemical Components: Harvested remains can be used for crafting potions or poisons.
Fate Core
Transmuted Vermin
- High Concept: Alchemically Enhanced Vermin
- Trouble: Unstable Transformations
- Aspects:
- Venomous and Acidic Traits
- Quick and Agile
- Small but Dangerous
- Skills:
- Great (+4): Stealth
- Good (+3): Fight, Athletics
- Fair (+2): Notice, Provoke
- Average (+1): Will, Physique
- Stunts:
- Venomous Bite: +2 to Fight rolls when using venomous bite.
- Acidic Secretions: Once per scene, can create an obstacle with acid that lasts until overcome.
- Alchemical Manipulation: +2 to Create an Advantage when using alchemical effects to manipulate surroundings.
- Stress and Consequences:
- Stress Boxes: 2
- Consequences: Mild (2), Moderate (4)
Numenera & Cypher System
Transmuted Vermin
- Level: 3
- Motive: Defend their territory
- Health: 9
- Damage Inflicted: 3 points
- Armor: 1
- Movement: Short
- Modifications: Stealth as level 4, Speed defense as level 3
- Combat:
- Venomous Bite: Causes 3 points of damage plus 1 point of poison damage per round for 3 rounds (Might defense roll to resist).
- Acid Spit: Ranged attack, causes 4 points of acid damage.
- Alchemical Manipulation: Creates minor barriers or alchemical fumes, causing disorientation (Intellect defense roll to resist).
- Special Abilities:
- Size and Fragility: Vulnerable to area-of-effect attacks and larger weapons.
- Elemental Vulnerabilities: Takes double damage from specific elemental attacks based on their transformation.
- Use in Game:
- Alchemical Remains: Can be harvested for crafting potions or alchemical items.
Pathfinder (2nd Edition)
Transmuted Vermin
- Small Aberration
- Perception: +6; darkvision
- Languages: None
- Skills: Stealth +7, Athletics +5
- Str: +1
- Dex: +3
- Con: +2
- Int: -2
- Wis: +1
- Cha: -2
- AC: 17
- HP: 22
- Speed: 30 ft.
- Attacks:
- Venomous Bite: Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage plus 1d6 poison damage.
- Acid Spit (Recharge 5-6): Ranged Attack: +8 to hit, range 10 ft., one target. Hit: 2d6 acid damage and reduces AC by 1 until repaired.
- Alchemical Manipulation: Can create minor barriers or clouds of disorienting fumes within a 10-foot radius, causing a -1 penalty to attack rolls for 1 minute (DC 15 Fortitude save to resist).
- Abilities:
- Venomous Bite: Inflicts poison damage over time.
- Acidic Secretions: Deals damage and reduces armor effectiveness.
- Alchemical Manipulation: Creates obstacles or disorienting effects.
- Elemental Vulnerabilities: Takes double damage from opposing elemental attacks.
Savage Worlds (Adventure Edition)
Transmuted Vermin
- Attributes:
- Agility: d10
- Smarts: d4
- Spirit: d6
- Strength: d4
- Vigor: d6
- Skills:
- Fighting: d8
- Athletics: d8
- Stealth: d10
- Notice: d6
- Pace: 6; Parry: 6; Toughness: 5 (1)
- Special Abilities:
- Venomous Bite: Str+d4, plus poison (Vigor roll or suffer fatigue level).
- Acidic Secretions: Can spit acid (Range 5/10/20, Damage 2d6, reduces armor by 1).
- Alchemical Manipulation: Can create minor environmental effects causing distraction or obstacles (opposed Smarts roll to resist).
- Size and Fragility: +2 to attack rolls against it from larger weapons or area-of-effect attacks.
- Elemental Vulnerabilities: Takes +4 damage from attacks exploiting its elemental vulnerability.
- Edges:
- Quick: +2 on Agility rolls to determine initiative.
Shadowrun (6th Edition)
Transmuted Vermin
- Type: Critter (Awakened)
- Attributes:
- Body: 2
- Agility: 6
- Reaction: 5
- Strength: 2
- Willpower: 3
- Logic: 1
- Intuition: 4
- Charisma: 1
- Edge: 2
- Essence: 6
- Magic: 3
- Skills:
- Unarmed Combat 6
- Stealth 7
- Perception 4
- Powers:
- Venomous Bite: Inflicts 5P damage and poison effect (Target resists with Body + Willpower; failure results in 1 box of damage per Combat Turn for 3 turns).
- Acidic Secretions: Spits acid up to 10 meters, inflicting 4P damage (Armor reduced by 2 for the next 2 rounds).
- Alchemical Manipulation: Can create minor environmental effects like barriers or fumes causing -2 dice pool penalty for 1 round (Target resists with Willpower + Logic).
- Weaknesses:
- Size and Fragility: Takes +2 damage from area-of-effect attacks.
- Elemental Vulnerability: Takes +2 DV from attacks exploiting its elemental transformation.
Starfinder
Transmuted Vermin
- CR: 1
- XP: 400
- Type: Aberration
- Init: +4
- Senses: Darkvision 60 ft.; Perception +5
- Defense:
- EAC: 13
- KAC: 15
- HP: 20
- Fort: +3
- Ref: +5
- Will: +2
- Speed: 40 ft.
- Offensive Abilities:
- Venomous Bite: Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage plus 1d4 poison damage over 2 rounds (Fort DC 12 negates).
- Acid Spit (Recharge 4-6): Ranged Attack: +7 to hit, range 20 ft., one target. Hit: 2d6 acid damage and reduces KAC by 1 for 1d4 rounds.
- Alchemical Manipulation: Creates minor barriers or alchemical fumes within 10 feet, causing a -2 penalty to attack rolls and skill checks for 1 round (Fort DC 12 negates).
- Statistics:
- Str: 10
- Dex: 18
- Con: 12
- Int: 2
- Wis: 10
- Cha: 6
- Skills: Stealth +10, Acrobatics +8
- Languages: None
- Special Abilities:
- Size and Fragility: Takes +2 damage from area-of-effect attacks.
- Elemental Vulnerability: Takes +2 damage from elemental attacks exploiting its transformation.
Traveller (Mongoose 2nd Edition)
Transmuted Vermin
- Characteristics:
- Strength: 4
- Dexterity: 12
- Endurance: 6
- Intelligence: 2
- Education: 0
- Social Standing: 0
- Skills:
- Melee (Natural Weapons) 1
- Stealth 2
- Traits:
- Venomous Bite: 2D damage plus 1D poison damage per round for 3 rounds (Endurance check to resist).
- Acidic Secretions: Spits acid (Range 5 meters, Damage 3D, reduces armor by 2 for 1D rounds).
- Alchemical Manipulation: Creates minor barriers or disorienting fumes (target makes Endurance check to resist -1 DM to all actions for 1 round).
- Weaknesses:
- Size and Fragility: +2 DM to attacks against it from area-of-effect weapons.
- Elemental Vulnerability: Takes +2 DM from attacks exploiting its elemental transformation.
Warhammer Fantasy Roleplay (4th Edition)
Transmuted Vermin
- Species: Aberration
- M WS: 40
- BS: 0
- S: 20
- T: 30
- I: 40
- Ag: 50
- Dex: 0
- Int: 10
- WP: 20
- Fel: 0
- W: 10
- Traits:
- Venomous Bite: Inflicts 1D10+1 damage plus poison (Average Endurance Test to resist 1d10 Wounds over 1d10 rounds).
- Acidic Secretions: Spits acid (Range 5 yards, Damage 1D10+3, reduces Armor Points by 2 for 1d10 rounds).
- Alchemical Manipulation: Creates minor barriers or alchemical fumes causing -10 penalty to WS and BS for 1 round (Challenging Endurance Test to resist).
- Skills:
- Stealth +20
- Dodge +15
- Special Abilities:
- Size and Fragility: +20 to attack rolls against it from area-of-effect attacks.
- Elemental Vulnerability: Takes +2 Wounds from attacks exploiting its elemental transformation.
