Corrupted

5th Edition
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.

Create 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, it becomes a Magical Beast. Otherwise, type and size remain unchanged.   AC: Natural armor bonus improves by +4, to a maximum of 25.   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 15 feet from the creature's fly speed (Minimum 15 feet if pre-existing). Other forms of movement are unchanged.   Special Attacks: A Corrupted creature gains a Claw and Bite attack. If the base creature can use weapons, the Corrupted creature retains this ability. A Corrupted creature fighting without weapons uses its Claws.   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.
SizeBite DamageClaw Damage
Fine1-
Diminutive1d21
Tiny1d31d2
Small1d41d3
Medium1d61d4
Large1d81d6
Huge2d61d8
Gargantuan3d62d6
Colossal4d63d6
Special Qualities: A Corrupted creature retains all the special qualities of the base creature and gains the following trait:   Contamination: The taint the infuses a Corrupted creature spreads to those it harms, contaminating both body and soul. Any creature wounded by the Corrupted creature's Bite attack must make a Constitution saving throw (DC = 8 + the Corrupted creature's Proficiency Bonus + the Corrupted creature's Constitution modifier) or gain one level of Corruption. While a creature retains at least one level of Corruption from this trait, it cannot regain hit points in any way, natural or supernatural.   Regeneration: A Corrupted creature regains hit points equal to half of its Hit Dice at the beginning of each of its turns, so long as it has at least 1 hit point remaining.   A Corrupted creature gains Darkvision to a range of 60 feet.   A Corrupted creature is immune to Disease, Poison, and the Poisoned condition. In addition, it has Resistance 10 to Acid damage.   Proficiencies: Same as base creature.   Abilities: Modify from the base creature as follows: Strength +4, Dexterity -2, Constitution -2.   Challenge Rating: As base creature +2.   Alignment: Usually Evil (Any)
 
3.5th Edition
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.

Create 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, it becomes a 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.
SizeBite DamageClaw Damage
Fine1-
Diminutive1d21
Tiny1d31d2
Small1d41d3
Medium1d61d4
Large1d81d6
Huge2d61d8
Gargantuan3d62d6
Colossal4d63d6
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.