Powerful evil, unchecked and rampant, can horribly alter any aspect of the physical world, and creatures are no exception. Twisted by malevolence, corrupted creatures take on a hideous appearance and gain evil powers and dire intent.
Corrupted creatures have unique countenances, each reacting to the source of malevolence in a different way. Most have twisted, misshapen (often asymmetrical) forms; mottled, discolored flesh; and reddish eyes. Although one might be tempted to confuse a corrupted creature with a fiendish or half-fiend creature, the corrupted creature usually has a more mutated and ungainly appearance.
Creating A Corrupted Creature
"Corrupted" is a template that can be added to any corporeal creature that is nor an outsider (referred to hereafter as the base creature). Creatures that gain this template change their type to aberration. A corrupted creature uses all the base creature's statistics and special abilities except as noted here.
AC: The flesh of corrupted creatures becomes tougher and more resilient. Add +4 to the natural armor bonus of the base creature if it is Large or smaller, if it is Huge or larger, add +8.
Damage: The corrupted creature's claws lengthen, teeth multiply, and muscles harden. The damage die used when the creature deals damage with natural attacks increases by one die type, so that 1d6 becomes 1d8, 1d8 becomes 2d6, and so on, as if the creature were one size larger.
Special Attacks: A corrupted creature retains all the special attacks of the base creature.
Special Qualities: A corrupted creature retains all the special qualities of the base creature and also gains darkvision with a range of 60 feet plus acid immunity. It also gains the special qualities described below.
Damage Reduction (Ex): Corrupted creatures gain damage reduction according to their Hit Dice.
If the base creature already has damage reduction, use the better value.
Disruptive Attack (Su): The corrupt creature deals additional vile damage when it touches uncorrupted, living, corporeal non-outsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice (maximum 20 points of damage). For example, a 14-HD corrupted frost worm deals an additional 7 points of vile damage with its bite attack.
Enhanced Power (Su): The save DCs of any and all of the corrupt creature's special attacks increase by +4.
Fast Healing (Ex): Each round, a corrupted creature heals damage equal to half of its Hit Dice (maximum of 10 points healed). If the base creature already has fast healing, use the better value.
Abilities: Modify the base creature as follows: Str +4, Dex -2, Con +4, Int +0, Wis -2, Cha -2.
Climate/Terrain: Any land and underground.
Challenge Rating: Up to 3 HD, same as base creature +1, 4 HD to 7 HD, same as the base creature +2, 8+ HD, same as the base creature +3.
Alignment: Always evil.
Sample Corrupted Creature:Corrupted Wolf.
Wretched lesions and bulging pustules mar the bark of this writhing tree. Its limbs are twisted and deformed, ending in vicious thorny claws. A gaping maw emerges from its trunk, oozing a stinking ichor.
The corrupted are the results of magic gone awry. The creation of the corrupted is an inherently chaotic and unstable process, so no two individuals, even of the same species, look anything alike. On the whole, however, most are truly hideous to behold - few could overlook the lesions, deformities, and overgrown tumors that mar their forms - and almost all are quite mad. Faced with magic powerful enough to warp a creature's entire physiology, an organ as delicate as the brain rarely goes unscathed.
Creating A Corrupted Creature
"Corrupted" is a template that can be added to any living, corporeal creature (referred to hereafter as the base creature). The template can either be acquired (if the base creature is exposed to corruptive magical energies or strange experiments) or inherited (if the base creature is born in a toxic wasteland or if its parents also had this template). A corrupted creature uses all the base creature's statistics and special abilities except as noted here.
Size and Type: If the base creature is an animal, its type changes to magical beast. Otherwise, type and size remain unchanged. Do not recalculate base attack bonus or saves.
Challenge Rating: As base creature +2.
Alignment: Usually evil (any).
Armor Class: Natural armor bonus improves by +4.
Speed: Corrupted creatures are slower and clumsier than their normal counterparts. Subtract 10 feet from the base creature's land speed (minimum 10 feet). Subtract one grade from fight maneuverability, if any (minimum clumsy). Other forms of movement are unchanged.
Attack: A corrupted creature has two claw attacks and a bite attack. If the base creature can use weapons, the corrupted creature retains this ability. A corrupted creature fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Damage: Corrupted creatures have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature's damage values, whichever are greater.
Attack Options: A corrupted creature retains all the special attacks of the base creature and gains the following special attack.
Contamination (Su): The taint that infuses a corrupted creature spreads to those it harms, contaminating both body and soul. Any creature wounded by a corrupted creature's bite attack must make a Fortitude save (DC 10 + half corrupted creature's HD + the corrupted creature's Constitution modifier) or be infected with corruptive essence. This infection has effects similar to slimy doom (incubation period 1 day, damage 1d4 Constitution, must make another Fortitude save when damaged or one point of damage is permanent drain instead). This infection causes the victim's flesh to slowly rot away or boil up into cancerous growths. In addition, the disease prevents all forms of hit point recovery, natural or magical. These effects last as long as the disease is present in the target's system.
Abilities Modify from the base creature as follows: Str +4, Dex -2, Con -2.
Special Qualities: A corrupted creature has all the special qualities of the base creature, plus the following special qualities.
Darkvision (Ex) 60 feet.
Fast healing (Ex): A corrupted creature heals an amount of damage equal to half the base creature's HD (maximum 10) each round, so long as it has at least 1 hit point.
Immunities (Ex): A corrupted creature is immune to disease and poison.
Resistance (Ex): A corrupted creature has resistance to acid 10.
Advancement: Same as the base creature.
Level Adjustment: Same as the base creature +5.
Sample Corrupted Creature:Corrupted Treant.