Sunday, November 16, 2025

Doctor Phineas Malthus, "The Bio-Alchemist" mid tier NPC villains that appeared in our Nightshift Veterans of the Supernatural Wars rpg or Amazing Advenures rpg mash up campaign

Here's one of the mid tier NPC villains that appeared in our Nightshift or Amazing Advenures rpg mash up campaign 


 Doctor Phineas Malthus, "The Bio-Alchemist"

Dimitrie Paciurea - Chimera

Doctor Phineas Malthus is a classic mad scientist, a former esteemed biologist who turned to forbidden experiments involving genetic splicing, ancient alchemical processes, and bizarre surgical enhancements. He is a looming threat with a warped vision of "improving" humanity through forced mutation. Malthus operates out of a mobile, high-tech laboratory disguised within a decommissioned cargo ship or an unmarked warehouse, constantly moving to evade authorities and the veterans who hunt him.
Description
Malthus is a gaunt man in his late 50s with a shock of prematurely white hair and piercing, slightly mismatched eyes. He often wears a blood-stained lab coat over tweed trousers and a waistcoat. One of his forearms is a grotesque, mechanical-organic hybrid he developed himself, covered in constantly shifting, metallic scales and equipped with hidden tools and syringes. His voice is a low, sibilant whisper.

Stats for Nightshift: Veterans of the Supernatural Wars
Doctor Phineas Malthus, "The Bio-Alchemist"
AttributeScoreModifier
STR12+1
DEX14+2
CON13+1
INT18+4
WIS16+3
CHA9-1
HP: 35
AC: 15 (Bulky Lab Coat, naturally dodges well)
Move: 30ft
Saves:
  • Mental: 10
  • Physical: 12
  • Combat: 11
  • Luck: 14
Skills: Science (Biology, Chemistry) +6, Medicine +5, Technology +4, Stealth +2, Intimidation +1
Traits
  • Genius Intellect: Malthus gains advantage on all checks related to scientific problem-solving, creating compounds, and operating complex lab equipment.
  • Monstrous Arm (Brawl): His mechanical-organic arm is a natural weapon.
    • Attack Bonus: +3
    • Damage: 1d6 + 1 (STR)
  • Vial Bandolier: He carries multiple syringes and vials with different effects.
    • Paralytic Serum: (Physical Save DC 14 to resist). Failure results in paralysis for 1d6 rounds.
    • Berserker Serum (Self Only): Malthus can inject himself to gain +2 STR and temporary hit points for 1d4 rounds, but suffers a -2 penalty to INT saves during this time.
    • Acidic Compound (Thrown): Deals 2d4 acid damage in a small splash radius (requires DEX check to throw accurately).
Villain Arc & Motivation
Motivation: Malthus genuinely believes that he is pushing the boundaries of biological possibility, attempting to create a superior form of life that can withstand the supernatural threats the veterans fight. He views normal humans as weak and obsolete.
Arc Progression:
  1. Stage 1 (Introduction): The veterans discover a series of victims with bizarre mutations or trace amounts of highly advanced serums in their systems. They track these clues back to Malthus' current laboratory.
  2. Stage 2 (Escalation): The veterans confront Malthus, but he escapes, leaving behind a "perfected" mutate (a strong, animalistic NPC with high physical stats and low intelligence) to fight them. He uses this encounter to gather data on their abilities.
  3. Stage 3 (Climax): Malthus lures the veterans to a final, fortified lair. Here, he has injected himself with his most potent experimental formula, turning him into a temporary, powerful mini-boss for the final confrontation. He fights to the death, believing he can finally prove the superiority of his work.

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