Alchemical Abomination

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Some wizards and sorcerers of great power choose to pursue transmutation magic as a means to permanently alter their physical selves, granting immortality and demi-humanoid capabilities without the disadvantages that lichdom brings – at least in theory. Few have ever succeeded, and the consequences of failure are dire. The would-be immortal may rupture their molecular structure and disintegrate as they draw energy from realmspace, or in rare cases might find themselves dangerously drawing their power from a specific plane. If a connection is made to the Far Realm – the furthest known and most bizarre in nature – they imbue themselves with energies alien to Toril, physically mutatating into horrific aberrations as their minds fracture and merge with unfathomable entities. These alchemical abominations are doomed to wander the laboratories they were created in for all time, immortal but no longer resembling their past selves in form or thought.

Twisted Beyond Realmspace

Physically, alchemical abominations resemble grotesquely malformed humanoids – but engorged body parts, tentacle-like growths and misshapen limbs end any similarity beyond shape. Mentally, alchemical abominations no longer exist purely in the material plane. The fracturing of their minds during the failed transformation that birthed them leaves their consciousness trapped between material plane and the Far Realm, with various other entities embedded and woven between any remaining strands of sanity. As a result, most such abominations have no motives other than a desire to remain in familiar territory and a permanent will to destroy entities dissimilar to themselves; namely, all other creatures. They cannot engage in rational thought, and retain only an uncanny ability to innately employ powers from both the Far Realm and their original forms. No longer existing by the laws of the material plane, they hover above the ground and drag their useless legs along the floor as they roam.

Frightful Foes

Few creatures are more dangerous or unnerving to face than a powerful alchemical abomination. While their lairs look like nothing more than old, abandoned laboratories, the abominations themselves strike with terrifying aggression and unsettling attack patterns that confound even the most intelligent adversaries. Before being alerted to the presence of others, an alchemical abomination will inconsistently roam the breadth of its lair, the only sounds being its unintelligible muttering and the soft scrape of its dangling legs across the floor. Once alerted, it immediately strikes without hesitation, hovering across the floor at blinding speeds in unpredictable patterns to launch attacks from every angle. Its internal entities are able to act independently, allowing it to simultaneously cast powerful spells from its past life and employ bizarre psionic effects bred of its connection to the Far Realm. Adventurers looking to slay a known alchemical abomination must prepare intensely beforehand, for any encountering one unexpectedly and unprepared are surely doomed.

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Alchemical Abomination
Medium humanoid (aberration), unaligned
Armor Class 15 (natural armor)
Hit Points 175 (20d10 + 65)
Speed
hover 30 ft.
Str
10 (0)
Dex
12 (+1)
Con
20 (+5)
Int
6 (-2)
Wis
14 (+2)
Cha
20 (+5)
Saving Throws Con +12, Wis +9, Cha +12
Skills Perception +9
Damage Resistances Necrotic, Poison
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Prone, Blinded
Senses Blindsight 120 ft., Passive Perception 19
Languages None
Challenge 21

Legendary Resistance (3/day). If the abomination fails a saving throw, it can choose to succeed instead.

Eyeless. Aside from its blindsight, this creature cannot see.

Unfathomable Presence. Creatures that begin their turn within 40ft. of the abomination experience severe headaches and swirling vision, taking 1d6 psychic damage and gaining disadvantage on their attacks until the start of their next turn. Creatures resistant or immune to psychic damage are unaffected.

Spellcasting. The alchemical abomination is an 18th-level spellcaster. Its spellcasting ability is charisma (spell save DC 20, +12 to hit with spell attacks). The abomination holds a staff or wand, which it uses as its spellcasting focus. The abomination has the following wizard spells prepared:
Cantrips (at will): blade barrier, ray of frost, control flames
1st level (4 slots): catapult, burning hands, mage armor, grease
2nd level (3 slots): earthbind, darkness, invisibility, ray of enfeeblement
3rd level (3 slots): blink, slow, gaseous form, dispel magic
4th level (3 slots): control water, fire shield
5th level (3 slots): telekinesis, immolation
6th level (1 slot): flesh to stone, globe of invulnerability
7th level (1 slot): reverse gravity, forcecage
8th level (1 slot): feeblemind
9th level (1 slot): time stop

ACTIONS

Multiattack. The abomination casts one spell, and uses either wail or meander.

Wail. The abomination releases a long, disturbing wail from its malformed mouth. All creatures within a 30ft. cone must make a DC 16 charisma save. Targets that fail the save take 9 (2d8) psychic damage and are frightened until the end of their next turn.

Meander. The abomination maneouvres unpredictably, moving up to 30ft without provoking attacks of opportunity. A nearby creature, chosen at random, is particularly confounded, and has disadvantage on attacks against the abomination until the beginning of the abomination’s next turn.

Legendary Actions
The alchemical abomination can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The abomination regains spent legendary actions at the start of its turn.

Cantrip. The abomination casts a cantrip from its prepared list.

Magical Staff (Costs 2 Actions). The abomination uses the magical power of its enchanted staff (or other arcane focus), choosing a target it can see within 30ft. That target must make a DC 17 intelligence save or else be banished to the ethereal realm until the end of its next turn.

 

DM Tips

  • The abomination functions as a guardian boss monster. Ideally, it should be guarding something the players need, and they have to deal with it or circumvent it to succeed.
  • Players should either be informed they’re facing an abomination beforehand, or be sufficiently powerful, as it is easily capable of destroying a party.
  • With knowledge that they’ll be facing one, players should prepare with psionic defenses, spell counters, and anything that slows or locks-down a single target.
  • The abomination will not always flee when using meander. Its movement is unpredictable, and it will at times hover close to vulnerable party members despite having no particular advantage in close quarters.
  • Take advantage of the abomination’s hover mechanic to position it out of reach of melee adversaries.
  • Alchemical abominations are spawned from powerful transmutation wizards (“transmuters”). When describing its lair, include various chemicals, materials, and equipment that might be used for transmutation.
  • While abominations do not normally leave their lairs, they will wander the world aimlessly if their lair is destroyed for some reason. This can be used as a plot device for an alchemical abomination threatening the outside world, with the adventurers tasked with destroying it.
    • Abominations that are wandering the world do so without any goal in mind, and a degree of randomness. One might pick a direction and travel in it perpetually, while another might begin moving outward from its lair in a spiral pattern, or simply randomly move from area to area.
    • Such abominations will, as when in their lairs, attempt to destroy all life forms they encounter. This can have disastrous consequences in an area with dense life of any kind.
    • Abominations do not otherwise destroy, and will leave buildings and anything else they encounter intact.
  • The abomination’s magical focus (a staff or wand, usually) can be swapped out at the DM’s discretion. This will affect the ‘Magical Staff’ legendary action. Choose an appropriate magical implement that might challenge the party more, or add otherwise interesting gameplay.