Demons of corruption (also called corruptor demons) are used by the various greater demons (including the lords and princes) to destroy all that is good and just by seducing agents of good and law. Many spellcasters have fallen victim to the temptations and lies these demons spread. Those that fall from the side of good find themselves spiraling down into a sea of madness and despair from which they rarely return. The demon lords and princes made it easy for even the weakest spellcaster (one not able to summon and control demons because of insufficient knowledge or understanding of the required spells) to summon a demon of corruption; if the demon can corrupt a good-aligned creature early in its career, the demon lord or prince can take that creature under its wing and mold it into a powerful tool of evil.
Demons of corruption share some common characteristics. Each is about 3 feet tall, with leathery gray skin and thin, membranous wings. A corruptor demon’s claws and feet end in sharpened talons.
All Demons of Corruption share the following characteristics and abilities.
Corruptor demons rarely attack unless provoked or ordered to do so by a superior. They specialize in bringing about the downfall of good-aligned creatures and thus seek to use their whisper of madness ability as often as possible.
A corruptor demon’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Once per day, a demon of corruption can attempt to summon another demon of corruption of its type with a 35% chance of success. This is the equivalent of a 3rd-level spell.
When summoned, a demon of corruption automatically establishes a mental link between itself and the one who summoned it (the host). Distance is not a factor to maintain the link, and it can span across planes and dimensions.
The demon need not concentrate to maintain the link. A corruptor demon can have in existence at one time a number of links equal to its current HD. A corruptor demon can break a link it has established any time as a free action.
The link allows the demon to speak (as if by telepathy) to the host and submit subconscious thoughts and messages to him or her. Once per task requested of the corruptor demon (or once per week if no task is requested, including fractions of a week if dismissed early), as long as the link is in existence, the host must succeed on a Will save (DC 11 barizou; DC 12 azizou; DC 13 geruzou) or have his alignment shift one increment toward chaotic evil; first along the good–evil axis and then along the lawful–chaotic axis. The save DC is Charisma-based and increases by +1 each week the link is maintained. A successful save prevents the alignment shift for that week but does not break the link.
When the host’s alignment completely shifts to chaotic evil (or if the host is chaotic evil when the link is first established), he must immediately succeed on a Will save (DC 15 barizou; DC 16 azizou; DC 17 geruzou) or go permanently insane (as if affected by an insanity spell, caster level 8th). The save DCs are Charisma-based and include a +4 racial bonus.
A successful save negates the insanity for one month, after which time a new save (same DC) must be made again. This cycle continues until the host fails a save and goes insane or until the link between host and corruptor demon is broken. The link is blocked by lead and magical protection (antimagic field, mind blank, and nondetection) and can be dispelled through magical means (dispel magic, greater restoration, and the like).
The alignment shift caused by these demons can only be removed after the link is broken. This requires the host to voluntarily (meaning no magical intervention such as charm person or suggestion) subject himself to a greater restoration spell. One such spell is needed for each shift along the law–chaos and good–evil axes. If the host was originally good-aligned, he must voluntarily subject himself to an atonement spell.
Demons of Corruption from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson.