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This creature is published according to the Open Gaming License. Click HERE to see a copy of the license for this template (Section 15 includes authors copyright). All content is Open Gaming Content except where expressly marked as Product Identity by the author.

Flesh Corruption

Rotting mounds of flesh, flesh corruption creatures exude a hideous smell.


Creating A Flesh Corruption

"Flesh corruption" may be applied to any corporeal creature.

Hit Dice: As base creature.

Size: As base creature

Initiative: As base creature -1 (Dex).

Speed: As base creature.

AC: Add +2 to natural armor.

Attacks: As base creature.

Damage: As base creature.

Face: As base creature.

Special Attacks: A flesh corruption retains the base creature's special attacks (those using positive energy are reversed) and gains the following special attack:
Stench (Ex): Those coming within 10 feet of a flesh corruption must make a Fortitude save (DC 10 + 1/2 HD + flesh corruption's Constitution modifier) or be sickened for 1d8 rounds. Those making their save, or affected, are immune to that flesh corruption's stench for 24 hours.

Special Qualities: As base creature, plus fire and acid resistance 5 and disease immunity.

Saves: As base creature, modified for abilities.

Abilities: Str +0, Dex -2, Con +4, Int +0, Wis +0, Cha +0

Skills: As base creature

Feats: A flesh corruption gains Toughness a a bonus feat.


Climate: Any land or underground

Orgranisation: Solitary

CR: +1

Effective Character Level: +2

Treasure: As base creature

Alignment: Usually evil (any)

Advancement: As base creature


Notes:


Author: KKhisanth the Ancient

Site © Copyright 2008 Sam Judson (except for OGL content)