Skip to content

SOFT LAUNCH SALE: 10% OFF EVERYTHING + FREE SHIPPING!

Archive Entry #005: The Alchemist Monster Rug – Creature Stat Card

Archive Entry #005: The Alchemist Monster Rug – Creature Stat Card


TRAITS

Sentient Textile

The Alchemist Rug is capable of speech through embroidered sigils that rearrange mid-battle. It speaks Alchemical, Common, and Deep Speech. It can hear and “see” within 60 ft. via thread vibration.

Arcane Reactor Core (Recharge 5–6)

Whenever the rug takes 30+ damage in a single round, roll 1d4. On a 4, one of the rug’s failed experiments ruptures into reality. Trigger a Mutation Surge (see below).

MUTATION SURGE TABLE (for Arcane Reactor Core)

d6

Result

1

All healing spells in the next round deal damage instead.

2

Gravity triples. All non-flying/hovering creatures have speed halved.

3

Targets begin to glow with elemental auras (roll 1d4 for each PC: 1=Fire, 2=Cold, 3=Lightning, 4=Acid). Each aura bursts for 1d8 dmg if they are hit.

4

The terrain becomes slick with alchemical oil. Dexterity saves at disadvantage until end of next round.

5

The rug duplicates a random spell this round (up to 2nd level) and casts it on a new random target.

6

One worn item or piece of gear per PC becomes randomly altered:

  • Metal becomes wood (fragile)

  • Cloth becomes stone (immobile)

  • Leather becomes slime (disgusting)



ACTIONS

Alchemical Lash (Melee Weapon Attack):  

+8 to hit, reach 15 ft., one target.
Hit: 14 (2d8+5) force damage plus roll 1d4 to determine side effect:

  1. Target is blinded by glowing dust (CON save DC 15)

  2. Target begins uncontrollably giggling (Tasha’s Hideous Laughter, 1 round)

  3. Target gains +2 AC and vulnerability to psychic damage (temporary enchantment, 1 min)

  4. Target is transformed into a potted plant until the end of their next turn (no save)

Experimental Burst (Recharge 4–6):

The rug emits a colorful burst of volatile energy in a 20-ft radius. Creatures must succeed on a DC 16 DEX save or suffer one of the following effects (roll 1d6):

  1. Skin turns translucent (disadv. on stealth, adv. on medicine checks to heal)

  2. Gravity flips upside down for 1 round

  3. Beard growth. Aggressive. Even on those without chins

  4. Butterflies pour from mouth when speaking (verbal spells require DC 13 CON check)

  5. All gold on person is transmuted to salt

  6. One enemy gains Mage Hand, but it’s hostile and keeps slapping them


LEGENDARY ACTIONS

Transmute Reality (Costs 2 Actions)

The rug reweaves part of the battlefield. Choose one:

  • Warp walls/floor into soft gelatinous terrain (difficult terrain, lasts 1 min)

  • Turn one weapon or item into glass (fragile, breaks on nat 1)

  • Replace a random PC’s spell with a different one from a random school (DM’s choice)

Other Legendary Actions (3/round)

  • Reactive Formula. When targeted by magic, the rug may absorb it (DC 15 spellcasting check).

  • Potion Spill. One enemy within 10 ft. is covered in glowing goo. They glow like Faerie Fire and take 1d6 radiant damage until washed off.

  • Catalytic Chain Reaction. The rug destabilizes a nearby object or character. One creature or object within 10 ft. begins to glow and hum—on the start of their next turn, they must roll 1d6:

    1. They teleport 10 ft in a random direction

    2. Their gear becomes ethereal (half weight, see-through)

    3. They begin floating 5 ft off the ground

    4. They emit colorful smoke (heavily obscured)

    5. They become magnetic (metal objects fly toward them)

    6. A tiny homunculus version of them spawns and screams incoherently


ENCOUNTER TWIST

When the rug hits 30 HP or less, it speaks clearly, emotionally, desperately.

“I didn’t mean for this. I only wanted to prove it could be done.”

Effects: The rug stops fighting and bargains.

If convinced (via DC 20 Persuasion or unique creative roleplay), it reveals a reward (roll or choose one):

  1. One-time use of Wish (DM-guided).

  2. Formula of Reversal. The rug reveals a long-lost transmutation sequence that bends cause and effect. Once, as a reaction, the party may collectively invoke the Formula t Undo the last round of combat. All HP, positions, and spells/abilities return to what they were one round ago. However, everyone remembers what happened—including enemies.

  3. Balanced Equation  The rug whispers the alchemical law of balance. Once, the party may declare “Balance Must Be Kept”: Any damage dealt to one party member is evenly split among all party members, and the same for healing. This stays in effect for 1 minute.

  4. The Alchemist gives up his final spell. The party receives a single-use group ritual: Over the course of 1 minute, they may cast any spell from any class list, up to 7th level, by each contributing 1 spell slot or hit dice.

    • The spell cannot be counterspelled.

    • If they fail to agree on the spell, the rug laughs and the formula vanishes forever.

If the PCs betray it, the rug activates a final contingency: Arcane Meltdown Explosion: 20 ft radius, DC 16 Dexterity save, 6d10 force damage on fail, half on success.

  • Reality Warp: Each creature that fails the save must also make a DC 15 Wisdom save or be banished to a collapsing pocket dimension (as Maze spell, but roll a d6 each round; on a 1, they return; on a 6, they don’t—and their fate is up to the DM).

  • The rug is destroyed. No loot. No lore. Just the bitter aftertaste of burnt velvet and missed chances.


LORE

They say the rug wasn’t woven, but grown—stitched together from failed formulas, burnt-out spellthreads, and the frayed edge of ambition. Its patterns change when no one’s looking. Its seams whisper names that haven’t been spoken in centuries.

Some believe The Alchemist was once a person—a master transmuter who sought to bind thought to fabric and reshape reality through ritual design. Others insist it was never human, just an echo of every experiment that should have failed but didn’t.


ENCOUNTER IDEAS

The Workshop That Shouldn’t Be

The party discovers a room that shouldn’t exist—wedged between two floors, unmarked on any map. Inside: chalk diagrams on the walls, melted flasks, and a vast rug pulsing with shifting sigils. A single glowing homunculus tends the room. It does not speak. It only watches.

Twist: The rug is recording them. Every spell cast, every interaction. On round three of any combat, it duplicates a party member’s spell—but twisted—and unleashes a Mutation Surge.

Optional Hook: The homunculus is a living failsafe. If the party kills it, the Alchemist activates his contingency plan early—Arcane Meltdown triggers at half HP.

The Second You

The party enters a sealed vault—a failed laboratory of the Alchemist. In the center lies a perfectly intact rug. Curled upon it: a figure identical to one of the PCs. Same voice. Same memories. Same scars. They stare wide-eyed as the real PC enters.“I’ve been here so long,” they whisper. “I thought I was you.”

Twist: This copy isn’t an illusion—it’s a magical reconstruction. A memory made flesh. The Alchemist created it to understand what makes a person whole. It watches both versions now, comparing them. Each moment of conflict or contradiction between them causes a Mutation Surge as the experiment shifts and reacts.

Optional Hook: If the rug is destroyed, the duplicate begins to unravel—literally unthreading like a tapestry. They beg to remain. If the party spares the rug, the duplicate may follow them, believing they’re part of the same story.



COMPLETE THE FORMULA

The Alchemist Rug