Devils (usually) live in the cavernous bowels of Hell, but demons are another thing entirely: mutated spells with psychoplasmic bodies. The Squeaking Immaculus, or sponge demon, is produced from Randolph’s abrasive cleanser, which doesn’t find much use among dungeon delvers for some reason.
The biggest trouble with Squeaking Immaculi is that they can hold all kinds of liquids, including potions, for later use. The second biggest trouble is that they’re clever enough to use this to their full advantage, turning invisible at a moment’s notice and crawling up the walls with a potion of spider climb to make an unseen attack from above, or spraying the party with oil and then using a potion of fire breath on its next turn.
When it comes to sponge demons, oozes count as “liquid” and may be soaked up (and spewed out) like anything else, which makes them indispensable to alchemists (whose experiments can produce oozes when they go wrong).
Rules for the Squeaking Immaculus, and for Randolph’s abrasive cleanser, below the cut.
Overusing potions can lead to dependency, and dependency will lead to withdrawal. You overuse potions anyway.
(Not every alchemist is an Alchemist Junkie, just like not every fighter is a Sharptalent)
Up till now I’ve been content to use Arnold K.’s Alchemy and Oozes PDF as is, because it’s got an even hundred potions and that’s enough for most purposes, but I’m working on a “junkie alchemist” class and need a set of potions whose effects can not just be made shorter or longer but stronger or weaker, and which have withdrawal effects to boot.
Potency: Some potions are stronger than others. If a potion grants a flat numerical effect, then lesser potency will halve the effect and greater potency will double the effect. If the potion involves a die roll, then lesser potency will downgrade the die (e.g. 1d6 to 1d4) and greater potency will upgrade the die (e.g. 1d6 to 1d8).
Downgrading and upgrading: If a die is downgraded from 1d2 then it becomes 1, and if it is downgraded from 1 then it becomes 0. If a die is upgraded from 1d12 then it becomes 1d12+1d2, then 1d12+1d4, and so on.
Variants: For the sake of being condensed, a lot of potions have just been listed as a variant rather than given their own entry. Assume that they work the same as the base potion except where specified otherwise.