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Endbringer Abomination ShellsEdit

(Version 1.02 - Last Modified: 11/16/2007)Edit
All artwork owned and copyrighted by Wizards of the Coast






IntroductionEdit

Abomination Shells allow an Endbringer to transform a simple minion into a monstrously powerful supernatural creature. Although the change is permanent, the rewards for creating an abomination are great.


AgonelEdit

Illustration by Lucio Parrillo. ©1995-2006 Wizards of the Coast, Inc.


The Agonel is a difficult shell to create, costing twice as much as normal, and even worse, it can only be applied to a basic minion, one without any other abomination shells. However, the benefit of using an Agonel shell is in planning for the future. With this shell, an abomination can have more shells than normal, making it even more powerful in the end.


Racial StatisticsEdit

  • Racial Type: Changes to Supernatural Creature - Minor in addition to its other racial types.
  • Attributes:
    • P.S.: +7 (+2D6)
    • P.E.: +6 (+1D6+3)
  • Weight: Increase mass by +10%.
  • S.D.C.: +14 (+4D6)
  • Natural Armor Rating: +1
  • Natural Abilities:
    1. Host: This abomination shell must be the first shell added to a minion, but once added, the abomination can receive an one additional shell beyond what the Endbringer can normally apply.
    2. Ritual of Summoning: The ritual required to summon the abomination shell requires $20,000 worth of materials, 500 PPE, and 5 hours to cast the spell. An Endbringer must be at least 5th level to perform the ritual.
  • Attacks per Melee: +1 attack per melee
  • Combat Bonuses: +2 to strike and +1 to dodge.
  • Appearance: An abomination with the Agonel shell looks stronger and tougher than normal, but the largest change in the face. The face of the abomination is covered in foot long tendrils spreading in all directions. These tendrils replace nearly all of the abomination's normal hair and almost completely cover the abomination's normal facial features, but the abomination is not adversely affected in any way.


CiuteoteoEdit

Illustration by Mitch Cotie. ©1995-2006 Wizards of the Coast, Inc.


This abomination shell changes the minion into a vicious birf-like creature with wings. The Ciuteoteo is used mostly for reconnaissance work, but it is still effective in regular combat, especially against minions controlled by another Endbringer.


Racial StatisticsEdit

  • Racial Type: Changes to Supernatural Creature - Minor Aztecal in addition to its other racial types.
  • Attributes:
    • P.P.: +7 (+2D6)
    • Spd: 30 (1D4x10) Flying
  • Horror Factor: +2
  • Natural Abilities:
    1. Impair Minion: Once per melee round, the Ciuteoteo can designate a minion within 50' (15.2 m) to be impaired. While impaired the minion has a penalty of -2 to all combat rolls.
    2. Ritual of Summoning: The ritual required to summon the abomination shell requires $6000 worth of materials, 300 PPE, and 3 hours to cast the spell. An Endbringer must be at least 3rd level to perform the ritual.
  • Skills of Note:
    • Prowl +20%
  • Combat Bonuses: +1 to parry and +1 to dodge.
  • Damage:
    • Bite: 2D4
  • Appearance: The abomination's skin becomes covered in feathers and its face twists into that of a bird, similar to a vulture's.


Corrosive GooEdit

Illustration by Ben Templesmith. ©1995-2006 Wizards of the Coast, Inc.


Covered in a greenish goo, a minion with this abomination shell is a disgusting sight to behold. Although the abomination's overall appearance does not change dramatically with this shell, the abomination is very different from the simple minion it once was. Human minions are especially affected by this shell as they are no longer able to wear regular clothing or go into the real world without exposing their supernatural nature.


Racial StatisticsEdit

  • Attributes:
    • P.S.: +5 (+1D4+2)
    • P.E.: +3 (+1D6)
  • S.D.C.: +7 (+2D6)
  • Horror Factor: +1
  • Natural Abilities:
    1. Corrosive Attacks: All attacks the abomination makes with natural weapons inflict an additional +1D6 acid damage.
    2. Corrosive Defense: Whenever the abomination is attacked with a melee weapon, it inflicts 1D4 acid damage on the attacker.
    3. Boost Abomination: The Endbringer that summoned the shell can channel PPE into the abomination to make it stronger if he is within 100' (30.5 m) of the abomination. The Endbringer must spend one melee action to perform the boost, but any amount of PPE can be spent with a single action and the boost lasts for one minute per level of the Endbringer. Spending 20 PPE will give a bonus of +2 acid damage to the Corrosive Attacks natural ability. Spending 25 PPE will give a bonus of +1D4 acid damage to the Corrosive Defense natural ability.
    4. Ritual of Summoning: The ritual required to summon the abomination shell requires $8000 worth of materials, 400 PPE, and 4 hours to cast the spell. An Endbringer must be at least 4th level to perform the ritual.
  • Combat Bonuses: +1 to strike.
  • Appearance: The abomination's skin becomes covered in a slick, greenish slime that is highly acidic and very sticky.


Damned ThingEdit

Illustration by Lucio Parrillo. ©1995-2006 Wizards of the Coast, Inc.


The Damned Thing abomination shell is used almost exclusively as the perfect weapon against other abomination and other supernatural creatures that stand in the way of an Endbringer. Although almost completely immune to damage by other supernatural creatures, the Damned Thing is still one of the strongest and toughest abomination shells available to any Endbringer.


Racial StatisticsEdit

  • Racial Type: Changes to Supernatural Creature - Major in addition to its other racial types.
  • Attributes:
    • M.E.: +3 (+1D6)
    • P.S.: Becomes supernatural or +7 (+2D6) if it is already supernatural
    • P.P.: +10 (+2D6+3)
    • P.E.: +10 (+2D6+3)
    • Spd: +14 (+4D6)
  • Size: Increase overall size by +20%
  • Weight: Increase mass by +50%.
  • S.D.C.: +150 (+3D6x10+70)
  • Horror Factor: +3
  • Natural Armor Rating: +3
  • Natural Abilities:
    1. Supernatural Defense: All attacks against the Damned Thing by supernatural creatures or Endbringers inflict only 10% of their normal damage, with a minimum of one point of damage. This includes any spells or psionic powers used by supernatural creatures or Endbringers.
    2. Height of Power: As long as an abomination is bonded to this shell, it cannot receive any new abomination shells.
    3. Ritual of Summoning: The ritual required to summon the abomination shell requires $20,000 worth of materials, 1000 PPE, and 10 hours to cast the spell. An Endbringer must be at least 10th level to perform the ritual.
  • Attacks per Melee: +2 attacks per melee
  • Combat Bonuses: +5 to strike, +4 to parry, and +4 to dodge.
  • Appearance: A Damned Thing abomination is a powerful supernatural creature that is capable of ripping apart almost anything in its path. The creatures head is replaced a small collection of tentacles, surrounding and protecting a muzzle and two beady eyes.


Gluttonous FleshbagEdit

Illustration by Colin Fix. ©1995-2006 Wizards of the Coast, Inc.


The Gluttonous Fleshbag abomination shell transforms a minion into a hideously obese abomination with a huge mouth. Although the abomination is slower and less alige because of its increased mass, the creature is tough and has a powerful swallowing bite attack. Even better, the abomination only gets tougher as more abomination shells are placed on it, making it ever more resistant to damage.


Racial StatisticsEdit

  • Attributes:
    • P.P.: -2 (-1D4), minimum of 3
    • P.E.: +7 (+2D6)
    • P.B.: -4 (-1D6), minimum of 4
    • Spd: -7 (-2D6), minimum of 3
  • Size: Increase overall size by +50%
  • Weight: Increase mass by three times, but nearly all of the increase is from fat.
  • S.D.C.: +50 (+2D4x10)
  • Horror Factor: +1
  • Natural Abilities:
    1. Swallowing Bite: After making a bite attack, the abomination can attempt to perform a Swallowing Bite against a target that is smaller than it. First, the abomination must succeed on a PS attribute check against the target's PS attribute check, PP attribute check, or a successful Escape Artist skill roll, target's choice. If the target fails the roll, they are partially swallowed by the abomination and at the beginning of each of their melee actions, the victim automatically takes 2D4 points of damage, plus any damage bonus, and an additional 2D6 acid damage. The target continues to take damage until he breaks free with a successful attribute check against the abomination's PS attribte check, he suceeds on an Escape Artist skill roll, or the abomination chooses to release the target. While the abomination is performing a Swallowing Bite, it cannot perform another bite attack.
    2. Damage Resistant: Reduce all damage dealt to the abomination by the number of abomination shells on the abomination, to a minimum of 0 points of damage. An attack that is a volley, such as a volley of missiles, has this reduction applied only once to the volley, not to each object in the volley.
    3. Ritual of Summoning: The ritual required to summon the abomination shell requires $14,000 worth of materials, 700 PPE, and 7 hours to cast the spell. An Endbringer must be at least 7th level to perform the ritual.
  • Damage:
    • Bite: 2D4 (if the minion already has a bite attack, use whichever damage is higher)
  • Appearance: A Gluttonous Fleshbag is a huge, blubberous mound of flesh with a huge mouth and a jaw that can disconnect, much like a snake's. The locations of the abomination's facial features is also different, with the eyes moved to the cheeks, to provide more room of the abomination's mouth.


Hypersonic FiendEdit

Illustration by Christopher Shy. ©1995-2006 Wizards of the Coast, Inc.


The Supersonic Fiend abomination shell gives an abomination several useful, sound related abilities. Quick and agile, not strong and tough, is the hallmark of this abomination shell. Through the creation of several large glands that develop in the creature's chest, the abomination can generate both a powerful sonic field that gives the abomination protection against ranged attacks and a sonic blast that is a powerful ranged weapon for the abomination.


Racial StatisticsEdit

  • Attributes:
    • P.P.: +7 (+2D6)
    • Spd: +17 (+3D6+6)
  • Natural Abilities:
    1. Sonic Field: The abomination is constantly surrounded by a field of sonic energy that blurs the abomination and disrupts incoming ranged attacks. There is a 25% that any incoming ranged attack completely misses the abomination. This is determined after the abomination has the choice to perform a defensive action and for a volley, a single roll is made and applies to the entire volley.
    2. Sonic Blast:

The abomination can generate a blast of sound that is incredibly destructive. Activating this ability requires onle one melee attack, but it can only be activated once per melee round.*#*Range: 500' (154.2 m)

      • Damage: 1D4x10+20 points of sonic damage.
      • Bonus: Unless the target succeeds on a save vs. pain, the target is defeaned and receives a penalty of -2 on all combat rolls for 1D6 melee rounds.
    1. Ritual of Summoning: The ritual required to summon the abomination shell requires $16,000 worth of materials, 800 PPE, and 8 hours to cast the spell. An Endbringer must be at least 8th level to perform the ritual.
  • Penalties: The abomination's body is always producing a low-level humming noise, preventing the abomination from using the Prowl skill except when it is surrounded by loud noises.
  • Attacks per Melee: +2 attacks per melee
  • Appearance: The hypersonic fiend shell causes the abomination to always be surrounded by a sonic field. The field alters the abomination's appearance to make it always look blurring.


Mindless ServantEdit

Illustration by Christopher Shy. ©1995-2006 Wizards of the Coast, Inc.


A very simple modification, the Mindless Servant Abomination Shell simply makes a minion stronger and tougher, but at the cost of most of the minion's intelligence and cunning. Minions with this modification may be tough, but they lack the most basic reasoning capabilities that can make an opponent truly dangerous. Often, an Enbringer will send out a group of Mindless Servant minions led by an intelligent minion capable of directing their actions intelligently.


Racial StatisticsEdit

  • Attributes:
    • I.Q.: Reduced to 3 (1D4+1)
    • M.E.: -7 (-2D6), minimum of 2
    • M.A.: -3 (-1D6), minimum of 3
    • P.S.: +7 (+2D6)
    • P.E.: +3 (+1D6)
  • S.D.C.: +11 (+3D6)
  • Natural Armor Rating: +1
  • Natural Abilities:
    1. Mindless: The abomination is immune to all mind-affecting spells and psionic powers, to horror factor, and to awe factor.
    2. Ritual of Summoning: The ritual required to summon the abomination shell requires $2000 worth of materials, 100 PPE, and 1 hours to cast the spell. An Endbringer must be at least 1st level to perform the ritual.
  • Penalties: The abomination loses the ability to use psionic powers if it had any.
  • Attacks per Melee: +1 attack per melee
  • Combat Bonuses: +1 to strike and +2 to damage.
  • Appearance: At a quickly glance, this Abomination Shell does not significantly alter the appearance of the minion. However, upon closer inspection, the minion will often be seen staring vacantly into space and may begin to drool if left inactive for a long period of time.


NahualEdit

Illustration by Mitch Cotie. ©1995-2006 Wizards of the Coast, Inc.


The Nahual is a simple abomination shell that adds some strength and a bite attack to any minion. Although nothing special, at the beginning of their career, most endbringers do not have a lot of options and this makes the weak minions that they can summon just a little more powerful.


Racial StatisticsEdit

  • Attributes:
    • P.S.: +4 (+1D6)
    • P.P.: +2 (+1D4)
  • S.D.C.: +7 (+2D6)
  • Natural Abilities:
    1. Ritual of Summoning: The ritual required to summon the abomination shell requires $2000 worth of materials, 100 PPE, and 1 hours to cast the spell. An Endbringer must be at least 1st level to perform the ritual.
  • Attacks per Melee: +1 attack per melee
  • Combat Bonuses: +1 to strike
  • Damage:
    • Bite: 1D6
  • Appearance: At a quickly glance, this Abomination Shell does not significantly alter the appearance of the minion, unless he opens his mouth, which reveals double rows of sharp, pointed teeth.


NephilimEdit

Illustration by Lucio Parrillo. ©1995-2006 Wizards of the Coast, Inc.


The Nephilim abomination shell transforms a minion into a powerfully strong and tough abomination. The shell also gives the abomination a small number of psionic powers to make it even more dangerous. Most of the Nephilim's psionic powers are geared towards improving its senses, a strange contradiction for a creature that appears blind.


Racial StatisticsEdit

  • Racial Type: Changes to Supernatural Creature - Major in addition to its other racial types.
  • Attributes:
    • P.S.: Becomes supernatural or +5 (+2D4) if it is already supernatural
    • P.E.: +7 (+2D6)
  • Size: Increase overall size by +20%
  • Weight: Increase mass by +100%.
  • S.D.C.: +100 (+3D4x10+20)
  • Horror Factor: +1
  • Natural Armor Rating: +2
  • I.S.P.: +50 (+2D4x10)
  • Psionic Powers: Empathy, Presence Sense, Sense Magic, Telekinetic Leap, Telekinetic Punch, and Telepathy. The abomination is treated as a major psychic unless he is already a major or master psychic.
  • Natural Abilities:
    1. Blindsight: The abomination has a supernatural sight that allows it to see everything around it with a range of 5000' (1524 m), even in total or magical darkness. The abomination cannot be surprised, attacked from behind, or blinded.
    2. Limited Range: The abomination must remain within 50' (15.2 m) of the summoning Endbringer per level of experience. If the abomination exceeds that range, it immediately dies and the Endbringer takes 4D6 points of damage directly to hit points in feedback damage.
    3. Ritual of Summoning: The ritual required to summon the abomination shell requires $20,000 worth of materials, 1000 PPE, and 10 hours to cast the spell. An Endbringer must be at least 10th level to perform the ritual.
  • Attacks per Melee: +1 attack per melee
  • Combat Bonuses: +3 to strike, +2 to parry, and +2 to dodge.
  • Appearance: The Nephilim shell makes the abomination large, muscular, and bulky. In addition, the abomination's eye sockets become empty, as if the eyes were simply plucked out.


RoachkeeperEdit

Illustration by Raven Mimura. ©1995-2006 Wizards of the Coast, Inc.


At first, this abomination shells seems very innocuous and easy to hide. Only a few small rashes appear on the abominations skin. However, under those rashes, which quickly turn into large patches of dead skin, rest hundreds of demonic cockroaches. Although not capable of independent action, the roaches inside of the abominations body provide the Roachkeeper with several powerful natural abilities.


Racial StatisticsEdit

  • Attributes:
    • P.E.: +7 (+1D6+4)
  • S.D.C.: +50 (+2D4x10)
  • Horror Factor: +2
  • Natural Armor Rating: +1
  • Natural Abilities:
    1. Limited Range: The abomination must remain within 50' (15.2 m) of the summoning Endbringer per level of experience. If the abomination exceeds that range, it immediately dies and the Endbringer takes 4D6 points of damage directly to hit points in feedback damage.
    2. Living PPE Battery: The Endbringer that created the shell access the PPE of the abomination as if it was a PPE Battery.
    3. Release Roaches: Each time a Roachkeeper hits a target, it can release a small number of roaches onto that target. The Roachkeeper can release one roach at a time or in groups of 1D6 roaches and each roach will proceed to bite and attack, inflict 1 point of damage each at the end of every melee round they remain on the target. To kill, crush, or remove one of the roaches, requires a PS strength check that exceeds 15, but only one roach can be removed with a single melee attack. Removed roaches immiediately die and the Roachkeeper can command the roaches to stop biting the target and fall off dead.
    4. Roach Armor: With a melee action, a Roachkeeper can command the roaches in his body to swarm out of their spots and cover his body to provide protection. When protected in such a manner, the Roachkeeper gains a bonus of +100 S.D.C. and +2 to his Natural Armor Rating. This ability can only be activated once per hour and it lasts for 5 minutes or until all of the extra S.D.C. is depleted.
    5. Spell Abilities: A Roachkeeper can cast Summon & Control Insects three times per day as per the spell without paying any PPE.
    6. Swarm Attack: When a Roachkeeper is grappling a target, he can release the roaches in his body to swarm and bite the grappled target. Each melee attack that the Roachkeeper continues to grapple, the target will take 4D6 points of damage from the vicious and constant bites of the demonic roaches.
    7. Ritual of Summoning: The ritual required to summon the abomination shell requires $22,000 worth of materials, 1100 PPE, and 11 hours to cast the spell. An Endbringer must be at least 11th level to perform the ritual.
  • Appearance: A Roachkeeper looks pretty much the same as before, except for a few patches of flaky looking skin. Unfortunately, underneath that skin are hundreds of demonic-looking roaches. The roaches often crawl in and out of Roachkeeper's body unless the Roachkeeper specifically commands them to stay inside.


Skin MelderEdit

Illustration by Ian Edward Ameling. ©1995-2006 Wizards of the Coast, Inc.


The Skin Melder is an extremely versatile abomination shell that allows the minion to benefit from a large variety of other abomination shells for a short time without being trapped with that shell forever. If the Endbringer wants to have a combat minion, an espionage minion, and a guard minion, all can be easily done with the Skin Melder working along with the Endbringer's other minions.


Racial StatisticsEdit

  • Attributes:
    • P.S.: +4 (+1D6)
    • P.E.: +7 (+2D6)
  • S.D.C.: +35 (+1D6x10)
  • Horror Factor: +1
  • Natural Abilities:
    1. Regeneration: The minion regenerates at a rate of 4D6 points of damage per melee round.
    2. Borrow Abomination Shell: The Skin Melder can take any abomination shell from another minion controlled by the same Endbringer and apply that shell to itself simply by touching it. The borrowed shell lasts for one day before returning to the minion it originally came from and the Skin Melder cannot have more than one of each different Abomination Shell. For example, the Skin Melder have two Mindless Servant shells, whether they are borrowed or one was already on the minion. The Skin Melder can borrow any number of shells from the same minion and can take any or all of them with a single touch and borrowed shells are applied immediately to the Skin Melder and removed immiediately from the other minion.
    3. Ritual of Summoning: The ritual required to summon the abomination shell requires $18,000 worth of materials, 900 PPE, and 9 hours to cast the spell. An Endbringer must be at least 9th level to perform the ritual.
  • Appearance: A Skin Melder looks like a ugly, bloated creature with purple, rough-looking skin, often with open sores and boils.


SkintakerEdit

Illustration by Daarken. ©1995-2006 Wizards of the Coast, Inc.


The master of disguise and deception, the Skintaker is adept at impersonating other people, and is aided in this by killing the subject and wearing that person's flesh to create the perfect disguise. Skintakers are often used for simple infiltration missions, such killing a guard and impersonating him to gain easy access to restricted areas, and the skin is quickly discarded after it is no longer needed. However, some Skintakers are used to replace a specific target and impersonate that target for months or years at a time, all in service to an Endbringer.


Racial StatisticsEdit

  • Attributes:
    • M.E.: +3 (+1D4)
  • Hit Points: +7 (+2D6)
  • Horror Factor: +2 if wearing skin on their shoulders.
  • Natural Abilities:
    1. Remove Flesh: The Skintaker can remove the flesh of a Human that has died within 1 minute of the beginning of this ritual. The skin is removed intact and only skin removed in this manner can be used with the Wear Flesh special ability.
    2. Wear Flesh: The Skintaker can put on any skin that he has removed and while wearing that skin, the minion sounds and looks perfectly like the former owner of the skin. However, the Skintaker will not necessarily act like the former owner unless he has observed the former owner of the skin while he or she was alive. The gender of the skin's former owner has no bearing on whether the minion can wear the skin or not.
    3. Ritual of Summoning: The ritual required to summon the abomination shell requires $12,000 worth of materials, 600 PPE, and 6 hours to cast the spell. An Endbringer must be at least 6th level to perform the ritual.
  • Skills of Note:
    • Disguise (76%)
  • Appearance: A Skintaker looks the same as before, but they will often have two or three sets of skins somewhere on their person. If they do not care about people noticing them, they will often drape these skins across their shoulders like a scarf.


SlimeoidEdit

Illustration by Jeremy Spears. ©1995-2006 Wizards of the Coast, Inc.


The Slimeoid shell creates an abomination that is fast and stealthy, making it a useful addition to many minions. Unfortunately, the slime from the shell is absorbed into the body of the abomination, which ultimately consumes the abomination shell, forcing the Endbringer to create the shell again and again.


Racial StatisticsEdit

  • Attributes:
    • P.P.: +7 (+2D6)
    • P.E.: +4 (+1D6)
    • Spd: +30 (+1D4x10)
  • S.D.C.: +7 (+2D6)
  • Horror Factor: +1
  • Natural Abilities:
    1. Dissolving Shell: This abomination shell lasts for only 1 day per level of the Endbringer that created it.
    2. Ritual of Summoning: The ritual required to summon the abomination shell requires $4000 worth of materials, 200 PPE, and 2 hours to cast the spell. An Endbringer must be at least 2nd level to perform the ritual.
  • Skills of Note:
    • Prowl (+20%)
  • Bonuses: Immune to cold damage.
  • Penalties: Takes double damage from fire based attacks.
  • Combat Bonuses: +2 to auto-dodge and +3 to dodge
  • Combat Abilities: Auto-Dodge
  • Appearance: An abomination with this shell is covered with a fine layer of yellow slime.


VitiosusEdit

Illustration by Jeremy Spears. ©1995-2006 Wizards of the Coast, Inc.


Fat and ugly, the Vitiosus is not an impressive combat abomination shell, but it is very smart and provides an abomination with powerful magical capabilities. Along with being a powerful invocation caster, the abomination can also drain energy from its enemies, bolstering both its ability to stay in combat and its spell casting capabilities.


Racial StatisticsEdit

  • Attributes:
    • I.Q.: +5 (+2D4)
    • P.S.: +3 (+1D6)
    • P.E.: +11 (+2D6+4)
    • P.B.: -4 (-1D6), minimum of 3
    • Spd: -7 (-2D6), minimum of 3
  • Size: Increase overall size by +25%.
  • Weight: Double mass, but nearly all of the increase is from fat.
  • S.D.C.: +110 (+3D6x10)
  • Horror Factor: +1
  • P.P.E.: +60 (+2D4x10+10)
  • Magic Powers: The Vitiosus knows the following invocation spells: Armor of Ithan, Energy Bolt, Paralysis: Lesser, and two spells from each spell level from levels 1 to 8. These spells are chosen when the abomination shell is bonded to a minion.
  • Natural Abilities:
    1. Drain PPE: With a melee action, the Vitiosus can drain 3D6 PPE from a single target within 200' (61 m) of the abomination. Increase the drain to 6D6 PPE if the Vitiosus touches the target as a melee attack. The Vitiosus temporarily gains any PPE drained in this manner. This temporary PPE is used first when the abomination spends PPE and any unspent temporary PPE disppears an hour after it was drained. This ability works through armor as long as the abomination can see the target.
    2. Drain Life: With a melee action, the Vitiosus can drain 2D6 hit points from a single target within 200' (61 m) of the abomination. Increase the drain to 4D6 hit points if the Vitiosus touches the target as a melee attack. The Vitiosus temporarily gains tempotary S.D.C. from any hit points drained in this manner. This temporary S.D.C. is used first when the abomination takes damage and any remainining temporary S.D.C. disppears an hour after it was drained. This ability drains directly from the target's hit points, even if the target has S.D.C. remaining and it works through armor as long as the abomination can see the target.
    3. Ritual of Summoning: The ritual required to summon the abomination shell requires $26,000 worth of materials, 1300 PPE, and 13 hours to cast the spell. An Endbringer must be at least 13th level to perform the ritual.
  • Bonuses: Immune to pain, diseases, and poisons and +1 to spell strength.
  • Appearance: The Vitiosus shell, gives the abomination a huge girth, remebling an obese Human. Vitiosus abomination also have very few pain receptors, so they enjoy piercing their bodies in ways that would cause constant in most people or creatures.




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