From: Alchemists Alembic
Lore: Within the Alchemist’s Alembic, the Transmuted Vermin are a testament to the alchemist’s relentless pursuit of alchemical mastery. No creature, no matter how small or insignificant, has been spared from the alchemist’s transformative experiments. Rats, spiders, insects, and other vermin have been subjected to alchemical transmutation, resulting in the creation of formidable adversaries. These once lowly creatures now possess enhanced physical attributes, deadly venom, corrosive secretions, or even the ability to manipulate their surroundings through the power of alchemy. They scuttle through the dark corners of the dungeon, serving as both guardians and the alchemist’s twisted creations.
Level One Stats:
- Health Points (HP): 10-20
- Attack Damage: 3-6
- Defense: 1-3
- Speed: 10-15
- Initiative: +2
Skills:
- Venomous Bite: Transmuted Vermin delivers a bite infused with potent venom, causing ongoing damage or debilitating effects such as paralysis or weakness.
- Acidic Secretion: Some vermin have developed the ability to secrete corrosive substances from their bodies, allowing them to damage armor, weapons, or the flesh of their opponents.
- Alchemical Manipulation: Certain transmuted vermin can manipulate their surroundings using alchemical means. They can create gusts of wind, generate small explosions, or summon acidic pools to hinder or harm their adversaries.
Strategy: Transmuted Vermin rely on their enhanced physical attributes, venomous attacks, and alchemical manipulation to gain an advantage in combat. They employ hit-and-run tactics, utilizing their speed and small size to maneuver swiftly and evade attacks. Their strategy revolves around exploiting their opponents’ vulnerabilities, inflicting damage over time with venom, and utilizing their alchemical abilities to create hazardous or advantageous conditions.
Attacks:
- Bite and Poison: The vermin deliver a quick and venomous bite, injecting potent toxins into their victims.
- Acid Spray: Some transmuted vermin can release sprays or streams of corrosive acid, damaging their opponents and potentially weakening their defenses.
- Alchemical Blast: Vermin with alchemical manipulation skills can unleash blasts or projectiles infused with alchemical energy, causing damage, or creating hazardous environments.
Vulnerabilities:
- Fragile Bodies: Despite their enhanced abilities, transmuted vermin have relatively low health and defense. They are susceptible to direct physical attacks, making them vulnerable to well-placed strikes or area-of-effect abilities.
- Elemental Vulnerabilities: Vermin with elemental abilities may also possess corresponding vulnerabilities. Attacks utilizing opposing elemental forces can exploit these weaknesses, causing increased damage or disrupting their elemental manipulation.
Tags: Alchemical Transformations, Formidable Vermin, Venomous Adversaries, Alchemical Manipulators, Agile and Swift
Encountering Transmuted Vermin within The Alchemist’s Alembic presents a challenge for level one adventurers. Their enhanced abilities, venomous attacks, and alchemical manipulation require careful strategy and adaptability. Engaging in direct combat without taking precautions against their venom or anticipating their alchemical tricks can prove perilous. Exploiting their vulnerabilities, utilizing area-of-effect abilities, or employing elemental counters will increase the chances of emerging victorious against these twisted and formidable adversaries.
- Transmuted Vermin are typically encountered in the darkest and most secluded areas of The Alchemist’s Alembic. The environment in which they are fought reflects their origins and often provides challenges or advantages. Here are examples of where and how they can be encountered:
- Infested Catacombs: These winding tunnels are infested with Transmuted Vermin, such as swarms of venomous spiders or rats. The battle takes place amidst decaying corpses, cobwebs, and eerie darkness, where adventurers must navigate the tight spaces and fend off multiple vermin at once.
- Acidic Chambers: In these chambers, Transmuted Vermin that possess acidic secretions roam freely. Pools of corrosive acid cover the floor, creating hazardous terrain. The battle involves avoiding corrosive substances while engaging the vermin, with adventurers needing to find safe areas or high ground to gain an advantage.
- Alchemical Laboratories: Within these specialized chambers, Transmuted Vermin with alchemical manipulation abilities are encountered. The battle takes place amidst bubbling vats, arcane apparatus, and volatile alchemical mixtures. The vermin utilize their alchemical powers to manipulate the environment, creating obstacles or hazardous effects that adventurers must navigate.
When defeated, the remains of Transmuted Vermin can be used in several ways within the dungeon:
- Alchemical Reagents: Extracting the venom or acidic secretions from the remains allows adventurers to obtain potent alchemical reagents. These reagents can be used to create poisons, potions, or specialized alchemical concoctions with unique effects.
- Crafting Materials: The remains can be salvaged for crafting purposes. Vermin fangs, exoskeletons, or venom glands can be used to craft specialized weapons, armor, or alchemical tools with properties associated with the vermin’s abilities.
- Pest Control Solutions: Transmuted Vermin remains can be utilized to create traps or deterrents against other vermin infestations within the dungeon. The remains can be combined with specific herbs or alchemical substances to create repellant sprays, poisonous baits, or traps that specifically target and neutralize vermin threats.
- Magical Catalysts: The remains of Transmuted Vermin possess residual alchemical and arcane energies. Skilled spellcasters can harness these energies as magical catalysts for spells, rituals, or enchantments. They can amplify magical effects, imbue items with alchemical properties, or enhance alchemical experiments.
Utilizing the remains of Transmuted Vermin requires a combination of alchemical knowledge, craftsmanship, and magical aptitude. The salvaged components, venom, or secretions can provide adventurers with valuable resources for alchemy, crafting, pest control, or even magical endeavors. They can be crucial in overcoming challenges, creating specialized tools, or uncovering hidden secrets within The Alchemist’s Alembic.

Sensory Perceptions of Transmuted Vermin
- Sight:
- Perception: The Transmuted Vermin are immediately unsettling due to their grotesque and twisted forms.
- Description: These vermin include rats with glowing eyes and enlarged fangs, spiders with venomous pincers, and insects with iridescent, corrosive exoskeletons. Their bodies exhibit alchemical mutations, such as additional limbs, strange growths, and a faint, eerie glow. They scuttle quickly through the dark, casting distorted shadows on the walls.
- Positives: Their distinctive appearances provide clear visual indicators of their enhanced abilities, allowing adventurers to anticipate their attacks.
- Negatives: The sight of these mutated creatures can be disturbing and might cause hesitation or fear.
- Sound:
- Perception: The vermin produce a variety of unsettling noises.
- Description: The scurrying of rat claws, the clicking of spider legs, and the buzzing of insect wings fill the air. Some vermin emit a faint, acidic sizzle or a low, venomous hiss. The background is filled with the sounds of bubbling vats and creaking apparatus, adding to the sense of danger.
- Positives: The distinct sounds can help adventurers locate and identify the vermin even when not in direct view.
- Negatives: The constant noise can be distracting and may mask other important sounds, making it difficult to detect additional threats.
- Smell:
- Perception: A strong, acrid odor accompanies the presence of the vermin.
- Description: The air is filled with the smell of decay, chemicals, and burnt substances. The scent varies depending on the vermin’s mutations, with some smelling of sulfur, ammonia, or rotting flesh.
- Positives: The strong smell can serve as an early warning of the vermin’s presence.
- Negatives: The overpowering odor can be nauseating and may impair concentration or physical performance.
- Taste:
- Perception: While taste is not directly engaged, the vermin’s presence can affect this sense indirectly.
- Description: The air may carry a bitter or metallic taste, reminiscent of chemicals or decaying matter.
- Positives: The unusual taste can provide additional sensory information about their proximity.
- Negatives: The unpleasant taste can cause discomfort and distraction.
- Touch:
- Perception: Physical contact with the vermin reveals their dangerous and mutated nature.
- Description: Their bodies feel cold and clammy, with rough, uneven surfaces. Some have sharp spines or sticky, corrosive secretions. Touching them can cause sensations of burning, tingling, or numbness from venom or acid.
- Positives: The tactile sensations can provide information about their composition and potential vulnerabilities.
- Negatives: Direct contact is dangerous due to the risk of venomous bites, acidic burns, or corrosive damage.
- Extra-Sensory Perceptions:
- Magical Aura:
- Perception: Those attuned to magic can sense a chaotic and potent aura emanating from the vermin.
- Description: The aura is a swirling mix of elemental energies and alchemical forces, constantly shifting and fluctuating. It feels unstable and malevolent, reflecting their twisted creation.
- Positives: The magical aura provides insight into their abilities and elemental affinities.
- Negatives: The overwhelming energy can interfere with spellcasting or other magical abilities, causing unpredictability.
- Intuitive Awareness:
- Perception: A sense of the vermin’s enhanced aggression and unnatural origins can be felt intuitively.
- Description: This awareness manifests as a feeling of unease or apprehension, as if something is constantly watching or on the verge of attacking.
- Positives: Understanding their aggressive nature can inform strategic planning and approach.
- Negatives: The sense of constant threat can be mentally exhausting and may cause hesitation or fear.
- Empathic Connection:
- Perception: Some may sense the remnants of the alchemist’s experiments within the vermin.
- Description: Echoes of the alchemist’s intentions and the chaotic results of his experiments can be felt, evoking a mixture of curiosity and caution.
- Positives: This connection can inspire a greater appreciation of alchemical experimentation and its potential.
- Negatives: The empathic connection can be emotionally overwhelming and may cause distraction or reluctance to engage the vermin.
- Magical Aura:
Encountering Transmuted Vermin engages all the senses and extra-sensory perceptions, providing a comprehensive and often overwhelming experience. The sensory details offer crucial information while simultaneously testing the resolve and focus of those who face them.
Tale of the Alchemist’s Twisted Vermin
In the age of old, when the stars still spoke to those who listened, there lived a great alchemist in a place called The Alchemist’s Alembic. This alchemist, in his quest for power and mastery, took creatures small and lowly, and twisted them with his dark arts. Thus were born the Transmuted Vermin, a testament to his relentless experiments and their dire results.
Rats, spiders, insects, and other tiny beasts, once mere pests, became formidable adversaries. Their forms changed, their eyes glowing with unnatural light, their fangs and claws sharp with venom. Some could spit acid that burned through stone and flesh alike. Others could manipulate their surroundings, causing small explosions or summoning winds to hinder their foes.
These vermin, now guardians of the alchemist’s domain, scuttled through the dark corners, ever vigilant and ever dangerous. They lurked in the Infested Catacombs, where adventurers would find themselves surrounded by swarms of venomous spiders and rats amidst the eerie darkness and decaying corpses. They roamed the Acidic Chambers, where pools of corrosive liquid created hazardous terrain, making each step a perilous choice. And they infested the Alchemical Laboratories, where they used their alchemical powers to manipulate the environment, creating traps and obstacles for the unwary.
One tale tells of a brave warrior who ventured into the Alembic, seeking to end the alchemist’s reign of terror. He battled through the Infested Catacombs, his sword flashing in the dim light as he struck down the twisted vermin. He navigated the Acidic Chambers, leaping from stone to stone to avoid the deadly pools. In the Alchemical Laboratories, he faced the greatest challenge, fighting not just the vermin but the very environment itself, which seemed alive with the alchemist’s malevolent power.
In the end, the warrior prevailed, defeating the alchemist and scattering his dark experiments to the winds. But the Transmuted Vermin, those twisted creatures born of alchemical madness, remained a constant reminder of the dangers of unchecked ambition and the perils of tampering with the natural order.
Moral of the story: In the pursuit of power, one must tread carefully, for the path of unchecked ambition can lead to the creation of monstrous and uncontrollable forces.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Transmuted Vermin
- Characteristics:
- STR: 20
- CON: 20
- SIZ: 10
- DEX: 60
- INT: 5
- POW: 15
- Hit Points: 6
- Move: 10
- Damage Bonus: None
- Attacks:
- Venomous Bite: 40%, damage 1D4 + poison (1D6 ongoing damage for 1D4 rounds)
- Acid Spray: 30%, damage 1D6 + armor damage (reduces target’s armor by 1 point)
- Armor: 1 point of natural armor
- Sanity Loss: 0/1D4
- Special Abilities:
- Unstable Aura: Distorts surrounding magic and reality; disrupts spells and weakens nearby foes (POW vs. POW roll).
- Morphing Form: Can alter form to squeeze through tight spaces or gain temporary resistance to certain types of damage (INT roll to determine effect).
- Elemental Instability: Can unleash bursts of elemental energy, dealing 1D6 damage (fire, cold, or electricity).
Blades in the Dark
Transmuted Vermin
- Tier: I
- Quality: 2
- Scale: 0
- Edges:
- Venomous Bite: Delivers a bite infused with venom; target takes -1D to their next action.
- Acidic Secretion: Secretes acid that damages armor and weapons.
- Harm:
- Venomous Bite: 1-harm (plus ongoing poison effect)
- Acid Spray: 1-harm (plus armor damage)
- Alchemical Blast: 2-harm area (once per score, elemental effect)
- Armor: 1
- Special Abilities:
- Alchemical Manipulation: Can create small explosions, summon gusts of wind, or generate acidic pools.
- Unstable Aura: Disrupts magic and weakens foes; affected enemies take -1D to their actions.
- Stress: 3
- Resistance: 2
Dungeons & Dragons (5th Edition)
Transmuted Vermin
- Small aberration, chaotic neutral
- Armor Class: 12 (natural armor)
- Hit Points: 13 (3d6 + 3)
- Speed: 30 ft.
- STR: 6 (-2)
- DEX: 15 (+2)
- CON: 12 (+1)
- INT: 5 (-3)
- WIS: 10 (+0)
- CHA: 4 (-3)
- Skills: Stealth +6, Perception +2
- Damage Resistances: Varies based on current form
- Senses: Darkvision 60 ft., passive Perception 12
- Languages: Understands Alchemist’s commands but can’t speak
- Challenge: 1/2 (100 XP)
- Actions:
- Venomous Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 1d4 poison damage (ongoing for 1d4 rounds).
- Acid Spray: Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 6 (1d6 + 2) acid damage, reduces target’s AC by 1.
- Alchemical Blast (Recharge 5-6): The vermin releases a blast of alchemical energy in a 10-foot radius. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) elemental damage on a failed save, or half as much damage on a successful one.
- Reactions:
- Unstable Aura: When targeted by a spell, the vermin can force the caster to make a DC 12 Wisdom saving throw or have the spell disrupted.
- Special Abilities:
- Morphing Form: The vermin can change shape to avoid attacks, squeeze through tight spaces, or gain temporary resistance to damage.
Knave
Transmuted Vermin
- HD: 2
- Armor: 2
- Move: 12
- Attributes:
- STR: -2
- DEX: +2
- CON: +1
- INT: -3
- WIS: +0
- CHA: -3
- HP: 12
- Attacks:
- Venomous Bite: +4 to hit, 1d4+2 damage plus ongoing poison effect
- Acid Spray: +4 to hit, 1d6+2 damage, reduces target’s AC by 1
- Alchemical Blast: Once per encounter, can release an alchemical burst, dealing 2d6 damage in a 10-foot radius (DEX save for half damage).
- Special Abilities:
- Unstable Aura: Disrupts magic and weakens foes; affected enemies take -1 to their next roll.
- Morphing Form: Can change shape to avoid attacks, squeeze through tight spaces, or gain temporary resistance to damage.
- Elemental Instability: Can switch its elemental affinity, gaining resistance to one type of damage (fire, cold, or electricity) and vulnerability to the opposing type.
- Positives:
- Agile and difficult to hit due to small size and high speed.
- Unique abilities and elemental affinities provide tactical options.
- Negatives:
- Relatively low health and defense make them vulnerable to strong attacks.
- Susceptible to attacks exploiting their elemental vulnerabilities.
Fate Core
Transmuted Vermin
- Aspects:
- High Concept: Twisted Alchemical Creature
- Trouble: Fragile Bodies
- Aspect: Venomous and Corrosive
- Aspect: Alchemical Manipulator
- Skills:
- Great (+4): Stealth
- Good (+3): Fight
- Fair (+2): Athletics
- Average (+1): Notice
- Stunts:
- Venomous Bite: Once per encounter, add +2 to Fight rolls to deliver a venomous bite, causing ongoing damage or debilitating effects.
- Acidic Secretion: Once per scene, use Fight to corrode an opponent’s armor or weapon, reducing its effectiveness by 1.
- Alchemical Manipulation: Use Athletics to create advantages by manipulating the surroundings with small explosions, gusts of wind, or acidic pools.
- Stress:
- Physical Stress: [ ] [ ]
- Mental Stress: [ ] [ ]
- Consequences:
- Mild (2):
- Moderate (4):
- Severe (6):
Numenera & Cypher System
Transmuted Vermin
- Level: 2
- Health: 10
- Damage: 3 (Venomous Bite), 5 (Acid Spray)
- Armor: 1
- Motive: Defend the alchemist’s domain
- Combat:
- Venomous Bite: Inflicts 3 damage plus ongoing poison effect (1 damage per round for 1d4 rounds).
- Acid Spray: Inflicts 5 damage and reduces the target’s armor by 1 (for one encounter).
- Alchemical Blast: Once per encounter, releases a burst of elemental energy in an immediate radius, dealing 6 damage.
- Special Abilities:
- Unstable Aura: Distorts magic and weakens foes within immediate range; affected enemies must make an Intellect task (difficulty 3) to resist.
- Morphing Form: Can alter form to avoid attacks, squeeze through tight spaces, or gain temporary resistance to a type of damage (GM’s discretion).
- Elemental Instability: Can switch elemental affinity, gaining resistance to one type of damage (fire, cold, electricity) and vulnerability to the opposing type.
Pathfinder (2nd Edition)
Transmuted Vermin
- Creature 1
- Perception: +5; darkvision
- Languages: Understands commands but cannot speak
- Skills: Stealth +6, Athletics +5
- STR: -2, DEX: +3, CON: +1, INT: -3, WIS: +0, CHA: -2
- AC: 14
- HP: 18
- Fort: +4, Ref: +7, Will: +3
- Speed: 25 feet
- Melee:
- Venomous Bite: +6 to hit, 1d4+3 piercing damage plus 1d4 poison damage (ongoing for 1d4 rounds, DC 14 Fortitude save).
- Acid Spray: +6 to hit, 1d6+3 acid damage, reduces target’s AC by 1 for one encounter.
- Special Abilities:
- Alchemical Blast (Recharge 5-6): Releases a burst of elemental energy in a 10-foot radius, dealing 2d6 damage (DC 14 Reflex save for half damage).
- Unstable Aura: Distorts magic and weakens foes within 10 ft.; affected enemies must make a DC 14 Will save to resist.
- Morphing Form: Can alter form to avoid attacks, squeeze through tight spaces, or gain temporary resistance to damage (GM’s discretion).
- Elemental Instability: Gains resistance to one type of elemental damage (fire, cold, electricity) and vulnerability to the opposing type.
Savage Worlds
Transmuted Vermin
- Attributes:
- Agility: d10
- Smarts: d4
- Spirit: d6
- Strength: d4
- Vigor: d6
- Skills:
- Fighting: d8
- Stealth: d10
- Athletics: d8
- Pace: 6
- Parry: 6
- Toughness: 5 (1)
- Edges:
- Venomous Bite: Inflicts Str+d4 damage plus ongoing poison effect (1 damage per round for 1d4 rounds).
- Acidic Secretion: Inflicts Str+d6 damage plus armor reduction (reduces target’s Toughness by 1 for one encounter).
- Special Abilities:
- Alchemical Blast: Once per encounter, can release an elemental burst in a Small Burst Template, dealing 2d6 damage (Agility roll to avoid, –2 to resist).
- Unstable Aura: Distorts magic and weakens foes within 10 ft.; affected enemies must make a Spirit roll to resist.
- Morphing Form: Can change shape to avoid attacks, squeeze through tight spaces, or regenerate 1d6 Wounds per round.
- Elemental Instability: Gains resistance to one type of elemental damage (fire, cold, electricity) and vulnerability to the opposing type.
Shadowrun (6th Edition)
Transmuted Vermin
- Attributes:
- Body: 2
- Agility: 6
- Reaction: 5
- Strength: 2
- Willpower: 3
- Logic: 1
- Intuition: 5
- Charisma: 1
- Edge: 2
- Condition Monitor: 6 (Physical), 6 (Stun)
- Initiative: 10 + 1D6
- Movement: 10 meters per turn
- Skills:
- Unarmed Combat: 5
- Perception: 4
- Stealth: 6
- Attacks:
- Venomous Bite: (Unarmed + 2, DV 4P, AP –1, ongoing poison effect: 1P per round for 1D6 rounds, resisted with Body + Willpower)
- Acid Spray: (Ranged, DV 5P, AP –2, reduces target’s Armor by 1 for one encounter)
- Armor: 1
- Special Abilities:
- Unstable Aura: Distorts magic and weakens foes within 10 meters; affected enemies must make a Willpower + Intuition (3) test to resist.
- Morphing Form: Can alter form to avoid attacks, squeeze through tight spaces, or gain temporary resistance to a type of damage (GM’s discretion).
- Elemental Instability: Gains resistance to one type of elemental damage (fire, cold, electricity) and vulnerability to the opposing type.
Starfinder
Transmuted Vermin
- CR: 1
- XP: 400
- Type: Small aberration
- Init: +6
- Senses: Darkvision 60 ft.; Perception +8
- Defense:
- EAC: 12
- KAC: 14
- HP: 18
- Fort: +3, Ref: +5, Will: +2
- Offense:
- Speed: 30 ft.
- Melee: Venomous Bite +8 (1d4+2 P, plus ongoing poison effect: 1d4 poison damage for 1d4 rounds, Fort DC 12)
- Ranged: Acid Spray +8 (1d6+2 A, reduces target’s AC by 1 for one encounter)
- Space: 5 ft.; Reach: 5 ft.
- Special Abilities:
- Unstable Aura: Distorts magic and weakens foes within 10 ft.; affected enemies must make a DC 12 Will save to resist.
- Morphing Form: Can alter form to avoid attacks, squeeze through tight spaces, or gain temporary resistance to damage (GM’s discretion).
- Elemental Instability: Gains resistance to one type of elemental damage (fire, cold, electricity) and vulnerability to the opposing type.
Traveller (Mongoose, 2nd Edition)
Transmuted Vermin
- Traits:
- Strength: 2
- Dexterity: 9
- Endurance: 3
- Intelligence: 3
- Education: 0
- Social: 0
- Skills:
- Melee (Natural Weapons): 1
- Athletics: 2
- Stealth: 2
- Armor: 1 (Natural)
- Attacks:
- Venomous Bite: 1D damage + poison effect (1D damage per round for 1D6 rounds, Endurance check 8+ to resist)
- Acid Spray: 2D damage, reduces target’s Armor by 1 for one encounter
- Alchemical Blast: 2D damage (area effect, elemental, once per encounter)
- Special Abilities:
- Unstable Aura: Distorts magic and weakens foes within 10 meters; affected enemies must make an Endurance check (8+) to resist.
- Morphing Form: Can alter form to avoid attacks, squeeze through tight spaces, or regenerate 1D damage per round.
- Elemental Instability: Gains resistance to one type of elemental damage (fire, cold, electricity) and vulnerability to the opposing type.
Warhammer Fantasy Roleplay (4th Edition)
Transmuted Vermin
| M | WS | BS | S | T | I | Agi | Dex | Int | WP | Fel |
| 4 | 35 | 0 | 20 | 30 | 40 | 40 | 30 | 15 | 30 | 10 |
- Wounds: 8
- Traits:
- Venomous Bite: (WS) +5; 1D10+2 damage plus poison effect (1D10 damage per round for 1D4 rounds, Cool Test to resist)
- Acid Spray: (WS) +5; 1D10+2 acid damage, reduces target’s Armor Points by 1 for one encounter
- Alchemical Blast: (WS) +5; 2D10 damage (area effect, elemental, once per encounter)
- Skills:
- Melee (Brawling): +10
- Perception: +10
- Stealth: +10
- Talents:
- Unstable Aura: Distorts magic and weakens foes within 10 yards; affected enemies must make a Cool Test to resist.
- Morphing Form: Can alter form to avoid attacks, squeeze through tight spaces, or regenerate 1D damage per round.
- Elemental Instability: Gains resistance to one type of elemental damage (fire, cold, electricity) and vulnerability to the opposing type.
