Mutation
The creature’s cells attempt to break free from the gravitational forces that keep them in orbit. As electrons escape, the resulting subatomic changes in the creature cause severe transformations. The target must attempt a Fortitude saving throw; on a failure, roll on the table below. The effects of a mutation can be removed with the remove affliction spell (DC = 5 + the item level); some mutations can be removed in other ways.
D20 | Mutation | Effect |
---|---|---|
1–4 | Calcification | The target grows a rigid exoskeleton and is paralyzed; a successful DC 23 Strength check frees the target and ends the effect. |
5–8 | Exsanguination | The target gains the bleeding condition for 2d6 damage as its vascular system becomes porous. |
9–12 | Limb distention | The target takes a –10 penalty to land speed, and a –2 penalty to attack rolls and Dexterity-based skill checks. |
13–16 | Sensory deprivation | The target is blinded as their eyes melt. |
17–20 | Transmogrification | The target is polymorphed into a Small animal or similar beast, as a 6th-level baleful polymorph; each round at the end of their turn, the target can attempt a Fortitude save to end the effect with a cumulative +1 bonus. |
Source