Powerful magic, exposure to planar emanations, or just plain radiation is often used as a method of mutation. Rapid, uncontrolled mutation can leave its victims twisted in body and mind, mere shadows of personality remaining with an overwhelming desire for murder.
These creatures often wear tatters of their original clothing and armour, but eschew weapons for their powerful claws and clublike limbs. Hooks:
CORRUPTED Medium aberration (any race), usually chaotic evil Armour Class 15 (natural and scraps of armour) Hit Points 38 (5d8 + 15) Speed 25ft. Str 18 (+4); Dex 14 (+2); Con 17 (+3); Int 4 (-3); Wis 10 (+0); Cha 4 (-3) Proficiency bonus +2 Damage Resistances poison Senses Darkvision 60ft., passive Perception 10 Languages Understand fragments of Common, but cannot speak legibly Challenge 1 (200 XP) Shifting Physiology. A corrupted takes half damage from an attack that causes bludgeoning, piercing, or slashing damage from a nonmagical weapon. Once it has used this ability, it cannot use this ability until the start of its next turn. ACTIONS Multiattack. The corrupted makes one claw attack and one greatclub attack. Claw. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. The corrupted can attempt to start a grapple instead of dealing damage, if it wishes. Greatclub. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Adapted from the earlier version of the Corrupted, published on 24 June 2018. Also posted on Game Masters Stash on 18 December 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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