Monday, January 3, 2011

General Rules: Monsters - Corrupted Creature (Template)

Corrupted Creature (from the Book of Vile Darkness)

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 and 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.

"Corrupted" is a template that can be added to any corporeal creature that is not an outsider. The creature's type changes to "aberration". It retains all modifiers and subtypes. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Same as the base creature.

Speed: Same as the base creature.

Armor Class: 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.

Attacks: Same as the base creature.

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, as if the creature were one size larger.

Special Attacks: Same as the base creature.

Hit DiceDamage Reduction
1 - 3
-
4 - 7
5/+1
8 - 11
5/+2
12+
10/+3
Special Qualities: A corrupted creature retains all the special qualities of the base creature, and also gains the following ones:
  • Damage Reduction (Ex): Corrupted creatures gain damage reduction according to their Hit Dice (see table to the right). If the base creature already has damage reduction, use the better value. If a corrupted creature gains damage reduction, its natural weapons are treated as magic weapons of a strength equal to its damage reduction value for the purpose of overcoming damage reduction.
  • Disruptive Attack (Su): The corrupt creature deals additional vile damage when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt by  corrupted creature's natural attacks is equal to half of the creature's Hit Dice (maximum 20 points of damage).
  • 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 per round). If the base creature already has fast healing, use the better value.
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature modified by ability score adjustments.
Abilities: Same as the base creature modified as follows: Strength +4, Dexterity -2, Constitution +4, Wisdom -2, Charisma -2.
Skills: Same as the base creature, modified by ability score adjustments.
Feats: Same as the base creature.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Varies (see below):

Hit Dice
CR
Up to 3
Base creature +1
3 to 7
Base creature +2
8+
Base creature +3

Treasure: Same as the base creature.
Alignment: Always evil (any).
Advancement: Same as the base creature.
Level Adjustment: Same as base creature +3.

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