Creating a Corrupted

"Corrupted" is an acquired template that may be added to any animal, dragon, fey, giant, humanoid, monstrous humanoid, magical beast, outsider, plant or vermin (referred to hereafter as the "base creature"). The creature's type becomes "aberration." It uses all of the base creature's statistics and special abilities excepted as noted here.

Hit Dice: Increase all current and future Hit Dice to d8. If the Hit Dice are already greater than d8, do not decrease them.

Armor Class: The base creature's natural armor bonus increases by +4 due to spiny growths, thickened skin and the like.

Attacks: Corrupted ones gain a bite attack (1d6 + Str bonus for Medium creatures, with base damage adjusted by size according to Table 5-1: Creature Size, Ability Scores, and Damage in the MM) if they do not already have one. If they already have a bite attack, the die type is increased by one step (e.g., 1d6 becomes 1d8, and so forth).

Special Attacks: The corrupted creature gains one of the following special attacks, chosen at random as it mutates. Roll 1d6 and consult Table 5-5: Corrupted Special Attacks. The GM can also simply select a mutation depending on the creature's basic nature.

Special Qualities: Corrupted ones are driven to attack any normal creatures they encounter. They are treated as hostile to all non-corrupted creatures and usually attack on sight.

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