Defense: Abominations Activation Fix

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Tiago Proulx

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Jul 14, 2024, 3:21:14 AM7/14/24
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The Abomination is a fast and tanky enemy that appears in Polluted Wasteland II. It has a very high amount of health, fast speed and low defense. It also has stun and freeze immunities, making it harder to slow down. Upon death, the Abomination will turn into the Reanimated. This gives it half...

Defense: Abominations activation fix


Download File https://ssurll.com/2yM7Iq



Amalgamation - "I hate amalgamation because you can't beat it without accel, and even then, you have to get like level 4 accel. And the spawns are legit so annoying cuz they have so much dang hp and distract the towers from the amalgamation."

Fallen Guardian - "I think we all hate this one for the same reasons. It acts as a meatshield for the fallen king, and it has stupidly high defense. It can also stun which makes it even more annoying.

Nuclear Guardian - "The one I didn't know I hated, but then it reminds me every polluted wastelands run. It has a decently high amount of defense, and a stupid amount of hp, and acts as a very strong meatshield for nuclear monster, and the abominations. It also stuns, as if we didn't have enough of those."

Abomination - "Tank, but consistently annoying for the rest of waves 30 - 40. Abomination has 20k hp, can revive again with 10k hp, and is as fast as a tank (I think). It also gets stronger over time because of the stupid mutation modifier and can ruin your run at wave 40 when nuclear monster summons it, because all the towers are focusing on nuclear monster himself. Also because nuclear monster always seems to spawn them when hes halfway through the track."

Mega Slow - "Same hp as slow boss, but has more defense (I think), and appears way earlier. Also is in hardcore mode which means you won't have a good defense when it comes because of hardcore prices. This makes it a major hardcore no strat run ender."

Humanity was not meant to delve deeply into the eldritch secrets of the Mythos. While madness and insanity are the typical result of curiosity and exploration into these nightmare topics, some of the most fecund or contagious elements of the Mythos, such as experiments involving past life regression, certain transformative mutagens crafted by the serpentfolk, or the mere presence of Shub-Niggurath can cause twisting and distortion in the flesh as surely as the mind. These events can give rise to the vile and terrible transformations that warp curious unfortunates into outer mutants. Perhaps the most revolting method by which such monstrosities come to be lies with interbreeding between alien monstrosities and humanity. In some cases, the results of such crossbreeding are relatively stable, as in the case of the deep one hybrid or the satyr, but in most cases, particularly those involving impregnation via one of the Great Old Ones or Outer Gods, the result is always one of teratological terror.

These entities fall into three broad categories. First are the outer mutants, representing those hybrids in which the human side features most prominently. The outer spawn represent the other end of the spectrum: for instance, the colossal insect/octopus thing that appears at the end of The Dunwich Horror. Outer abominations fall between these two extremes into a sort of intermediate stage. Children of the Elder Beings often progress inevitably through these stages, from mutant to abomination to spawn, the transitions marked by awful trauma and burgeoning evil.

There is more to these beings than grotesque monstrosity. The Outer Gods spawn them not out of whim but to a purpose, and often a terrible one. Yog- Sothoth and the other Outer Gods seek constantly to break through into mortal planes for unthinkable purposes. These entities contact humans and other races (and can be contacted in return), and often mingle their own vile heritage with lesser beings. The result, in every case, is a distorted monstrosity, varying greatly in power and size.

This is the fundamental truth behind the outer mutants, abominations, and spawns: they constantly plot, scheme, and work toward opening gateways to bring the Outer Gods to the world to rule again and bring about the final apocalypse. They make ideal opponents for a horror-based campaign in which the heroes must stop them in order to save the world or universe itself.

An outer mutant is an individual who seems, at least externally, to be more human than outside. When heavily dressed to conceal their mutations, they can pass for human (or a member of whatever race the Outer God bred with to create them). Upon close inspection, however, the truth is easily revealed: tentacles, gills or fins, and hexagonal scales are just a few of the variations found among their kind.

As a mutant continues to grow and gain experience, eventually it will transform into the next stage, the outer abomination. In most cases, a mutant devoutly desires this transformation, and will lead its gang of cultists on adventures and rituals to bring this about as quickly as possible.

An outer mutant is still human enough to be able to disguise itself as human, with a heavy layer of clothing. Basically humanoid, they possess a human head, arms, and hands, and sometimes other parts. Beyond that, they begin to vary from their mundane source. They always have one or more feeding tendrils somewhere on their torsos. They are most humanoid near the top of their form, and decreasingly so lower down, where they may not be at all recognizable as mortal. Wilbur Whateley of the Dunwich Horror had dinosaur-like legs with circular padded disks for feet, eyes on his hips, and a ring of mouth-tipped proboscises like a belt around his body.

Regardless of their exact mutations, no mutant can pass for human while bare or otherwise revealed. The outer mutant presented here is a human cleric descended from Yog-Sothoth, only a few years old but already possessing the size and intellect of an adult man. While it has only started to gather its magical power, in short order this mutant will gain additional spellcasting levels and eventually transform into an outer abomination (see page 362 for statistics for this mutant as an abomination).

Magical Adept (Ex): All outer mutants are adept at magic, increasing the save DC, if applicable, of any spell they cast by +1. An outer mutant can recall a prepared spell it cast in a previous round or regain a spell slot it expended in a previous round as a swift action up to three times per day.

Dread Curse (Sp) Three times per day, an outer abomination can call down the dread curse, causing coils of rippling, foaming magic to descend from above to strike foes. This spell-like ability functions like unholy blight, except that it affects creatures of any alignment and treats them all as good outsiders for the purpose of the spell effect. The dread curse inflicts 10d6 points of damage to all creatures in the area of effect and causes them to be permanently sickened. A successful DC 20 Will save halves the damage and reduces the duration of the sickened effect to 1d4 rounds. This is a curse effect, and the spell-like ability functions as a 5th-level spell.

Every outer abomination is unique. However, in general they are still clearly derived from a humanoid form and are still in the process of eternal change. They have a face that buds from or is embossed upon some part of their upper body, and they usually still have hands and legs of a sort. Their evolving bodies often leave their inner organs open to the air, and they sprout tentacles or spawning sacs.

Apotheosis (Su) When an outer spawn reaches 100 growth points, it undergoes apotheosis. If this occurs during a proper ritual performed by a cult or spellcaster that focuses the energies, the outer spawn transforms into a unique and powerful avatar of its parent Outer God. Such creatures are equal in power to a Great Old One and are unique and varied in their abilities. If an outer spawn achieves apotheosis when not under the effects of this eldritch ritual, it instead splits apart into dozens (1d20+40) of human-sized outer mutants equal in shape and power to the mutant the original began its life as.

Dread Curse (Sp) Three times per day, an outer spawn can call down the dread curse, causing coils of rippling, foaming magic to descend from above to strike foes. This spell-like ability functions as unholy blight, but it affects creatures of any alignment and treats them all as good outsiders for the purpose of the spell effect. The dread curse inflicts 10d6 points of damage to all creatures in the area of effect and causes them to be permanently sickened. A successful DC 20 Will save halves the damage and reduces the duration of the sickened effect to 1d4 rounds. This is a curse effect, and the spell-like ability functions as a 5th-level spell.

Vulnerable to Dimensional Lock (Ex) When an outer spawn is prevented from using teleportation effects, such as when within an area of forbiddance or under the effects of dimensional lock, its damage reduction and energy resistances are halved and its regeneration is suppressed.

Yog-Sothoth and other Outer Gods such as Shub-Niggurath and Nyarlathotep are able to produce hybrids that vary greatly in power and size. The outer spawn are typically the most powerful such entities encountered in the normal planes of reality.

The outer spawn is close to its ultimate form, and the traces of its former humanity are few and far between. Often it still has a face or parts of a face, spread across parts of its upper body. Its limbs have become insectoid or tentacular, rather than human arms or legs. It typically resembles a centipede, octopus, or spider creature with traces of the human form threaded through. Outer spawn are huge, reaching the size of an elephant or dinosaur and weighing 10 tons or more.

Theoretically, each mutant can go on to become a spawn again given the chance to grow. These mutants typically see each other as siblings or multiple aspects of the Outer God who gave them life. They consider themselves allies in accomplishing the purpose of summoning their Outer God parent, though they can also work against each other as rivals. They compete to determine the one most worthy of accomplishing this purpose, while those proven unworthy become food for the chosen mutant.

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