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Corruptor Creature (CR +1)

The princes of darkness in the depths of hell do not saver the souls of those who have known not but evil their entire existence. No, they seek those souls that shine the brightest; they seek those who fall from grace, those who stumble upon the sinister path, those whose own desires betray them; they seek those who are but victims of their own moral choices. To further this agenda, the baleful forces of the lower planes create corruptor creatures to enact Faustian bargains with mortals to facilitate their degeneration under the weight of their own damnable desires.

Creating a Corruptor Creature

Corruptor creature” is an acquired template that can be added to any intelligent creature (referred to hereafter as the base creature) that can understand and speak at least one language.

A corruptor creature uses all the base creature’s statistics and special abilities except as noted here.

CR: +1

Alignment: Change the creature’s alignment to lawful evil.

Defenses/Qualities: A corruptor creature is immune to all charms and compulsions.

Special Abilities: A corruptor creature gains the following special abilities:

Change Shape (Su)

Corruptor creatures can assume any animal or humanoid form three times per day as if using polymorph.

Contractual Obligation (Su)

Only a corruptor creature with at least 17 HD gains access to this ability. Once per day a corruptor creature gains the ability to enter a binding agreement with a non-evil aligned mortal (cannot be an elemental, fey, outsider, or nonliving creature), at the cost of the subject’s soul.

The subject must enter into the contract willingly as per atonement. Upon the subject’s death (by any means), its soul is transferred to a gem (prepared as with the soul bind spell when the bargain is forged), even if the gem and the subject are not on the same plane at the time.

The bargain requires 1 hour to complete, and is utterly unbreakable once forged. The only way to escape is to recover the gem after the subject’s death and break it, freeing her soul, and allowing her to be restored to life through the normal means.

Corruptor’s Boon (Su)

Once per day, a corruptor can grant a touched creature a +4 profane bonus to one ability score for 24 hours. When the duration ends, the creature suffers a –4 profane penalty to the same ability score for the next 24 hours. Another application not only negates the penalty, but also restores the full bonus.

False Mind (Su)

This ability offers the corruptor the benefits of a mind blank spell. When an attempt is made to detect his alignment or read his thoughts, the corruptor can cause the magic to reveal any alignment or thoughts the corruptor creature chooses, even if he is not initially aware of the attempt.

Imbue with Ability (Su)

Once per day as a standard action the corrupter creature can grant a creature it touches one of its spells, spell-like abilities, extraordinary abilities or even one of its supernatural abilities in a manner similar to imbue with spell ability (no save). It loses access to that ability during this time; it can dismiss this benefit as a free action regaining the use of one or more of its abilities.

Mark of Vice (Su)

This ability works like a mark of justice (Will save DC 10 + 1/2 the corruptor creature’s HD + its Cha modifier) but it is only triggered if the subject attempts to find a redemption to its corruption (subject to GM adjudication). The mark is also invisible and is always placed over the victim’s heart.

What Do You Covet (Su)

Once per day as a standard action a corruptor can grant a wish to a non-evil aligned mortal (cannot be an elemental, fey, outsider, or nonliving creature).

Spell-Like Abilities

A corruptor with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable once per day. All of the creature’s spell-like abilities‘ caster levels equal the creature’s HD (or the CL of the base creature’s spell-like abilities, whichever is higher).

Abilities: Increase from the base creature as follows: Con +4 (+2 hp per HD, +2 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Cha +4 (+2 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +2 to any of the base creature’s Charisma-based DCs)

Skills: The base creature gains a +8 racial bonus on Craft (all), Diplomacy, and Sense Motive checks.

Organization: Solitary

Treasure: Triple standard (used to tempt mortals)

Section 15: Copyright Notice

Pathways Bestiary (c) 2017, Rite Publishing LLC.; Author: Steven D. Russell.