|Hit Dice||Damage Reduction|
|1 - 3|
|4 - 7|
|8 - 11|
- 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.
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):
Up to 3
|Base creature +1|
3 to 7
|Base creature +2|
|Base creature +3|
Alignment: Always evil (any).
Advancement: Same as the base creature.
Level Adjustment: Same as base creature +3.
Home Three Worlds Monsters