Table Corrupted Special Attacks

1d6 Roll

Special Attack Gained

Poison (Ex): The creature's natural bite attack or any other single natural attack (such as a claw or tail sting) becomes poisoned (injury; Fort DC 12 + 1/2 the creature's HD + the creature's Con bonus; initial damage 1d6 points of Strength, Dexterity or Constitution; secondary damage the same).

Spines (Ex): The creature grows spines that increase its natural armor by an additional +1 and increase the damage caused by all natural attacks by +1 per 2 HD (round fractions down, minimum +1).

Rage (Ex):The creature becomes ferocious, earning the ability to rage exactly as if it were a barbarian of a level equal to its HD. The corrupted one will rage at the start of each combat if at all possible.

Stench (Ex):The creature exudes a horrible odor of foulness and decay. Anyone within 20 feet of the corrupted one must make a Fortitude save (DC 12 + 1/2 the creature's HD + the creature's Con bonus) each round or become nauseated for the following round. Extra Limb (Ex): The creature grows a mutated limb, such as an arm or tail, with a natural weapon appropriate to its type. The claw or spines upon this limb deal 1d6 points of damage. If the corrupted one is of other than Medium size, use Table 5—1 in the MM to adjust the base damage according to size.

Other (Ex): The creature earns one other mutation benefit chosen by the GM. Select from the following list:

• One of the following bonus feats: Battle Cry*, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Toughness or Weapon Focus (secondary natural weapon)

• 50% increase to base movement speed

In such zones, the Fortitude save DC is increased to 20, and corruption — if it occurs — comes quickly.

Removing an affected creature from the zone is not enough to remove the corruption. A remove curse spell provides a new saving throw at a -10 penalty; but if this fails, further remove curse spells are of no use. A heal spell provides a new save at a -5 penalty; if that fails, each additional heal spell suffers an additional, cumulative penalty of -1 (so -6 on the second save, -7 on the next, and so on). Once a -10 penalty is reached and the save failed, heal can no longer help the corrupted individual. Otherwise, the only other means to eliminate corruption is with miracle or wish.

0 0

Post a comment