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    Default [Complete Taint] Tainted Bestiary

    TAINTED BESTIARY
    An ongoing work in progress, seeking to update and create creatures tied to taint as described in Complete Taint. If you want to provide feedback on what is, or provide your own creations for the bestiary.


    Corruption Eater
    This creature is a hunched, emaciated humanoid. Its hairless head boasts a massive jaw bristling with needle-sharp teeth. Out of its mouth snakes a long tongue studded with small, toothed orifices. The creature's arms are rubbery and serpentine, ending in pads covered in hooked barbs.

    Spoiler: Corruption Eater
    Show
    Corruption Eater
    CR ?
    XP
    CE Medium aberration
    Init +5; Senses Darkvision 60ft., Taint scent
    DEFENSE
    AC 21 ,touch 15, flat-footed 16 (+5 Dex, +6 natural)
    hp 127 (15d8+60)
    Fort +9,Ref +10,Will +11
    DR10/good
    Vulnerability Purity
    OFFENSE
    Speed 50 ft.
    Melee Bite +15 (1d6+5 and devour corruption), 2 tentacle rakes +15 (2d6+5)
    Special Attacks Devour taint, tainted exhalation, rend (2 tentacles)
    STATISTICS
    Str 20,Dex 20,Con 19,Int 12,Wis 14,Cha 15, Taint 3
    Base Atk +11;CMB +16;CMD 31
    Feats Cleave, Cleaving Finish, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Malevolent Surge, Power Attack
    Skills Acrobatics +31, Climb +23, Escape Artist +23, Perception +20, Stealth +23
    Languages Aklo
    SPECIAL ABILITIES
    Devour Taint (Ex)
    When a corruption eater hits a character with its bite attack, it draws taint from the target's body and feeds upon it. The target's taint score is reduced by 0.1 (to a minimum of 0). Such a small taste of corruption nevertheless provides great nourishment to the creature. For every 0.1 points of taint it devours in this way gives it a +1 bonus on attack rolls, saving throws, and damage rolls with later attacks, and also gives the creature 5 temporary hit points.These benefits last for 1 hour.
    If a corruption eater bites a character with no corruption, it deals normal damage to the target but it takes 5 points of damage itself.
    Tainted Exhalation (Su)
    Anytime a corruption eater has enough temporary hit points to bring its hit point total above its normal maximum, it can exhale a choking cloud of taint in a 15-foot cone. Creatures within this cone take 1d6 points of damage for every 0.1 points of taint it has devoured in the last hour and have their taint scores increased by 0.1. A successful Fort save reduces the damage by half. This cannot increase a creature's corruption score above the taint score of the corruption eater. The save DC is Charisma-based.
    Taint Scent (Ex)
    A corruption eater can detect taint in other creatures. With regard to creatures that have at least 0.1 points of taint, it effectively has the scent ability. It has no ability to detect creatures who are free from taint. When within 30 feet of creatures with taint, it automatically knows which creature has the highest taint score.
    Purity Vulnerability
    Creatures who are entirely free from taint automatically overcome a corruption eater's damage reduction.


    Taint Elementals
    A mass of seething gray rot and corruption, faintly humanoid in shape, surges from the earth. It looms overhead, giving off a reek of decay.

    Spoiler: Taint Elemental, Small
    Show

    Small Taint Elemental
    CR ?
    XP
    CE Small outsider (elemental, evil, extraplanar)
    Init +0; Senses darkvision 60ft.; Perception +7
    DEFENSE
    AC 17, touch 11, flat footed 17 (+6 natural, +1 size)
    hp 15 (2d10+4)
    Fort +5,Ref +3,Will +2
    Immune elemental traits
    OFFENSE
    Speed 30ft.
    Melee Slam +4 (1d3+2 plus taint)
    Special Attacks
    STATISTICS
    Str 14,Dex 10,Con 15,Int 10,Wis 14,Cha 15, Taint 5
    Base Atk +2;CMB +3;CMD 13
    Feats Malevolent Surge, Power Attack
    Skills Bluff +7, Climb +4, Intimidate +7, Knowledge (planes) +5, Perception +7, Stealth +9, Survival +7
    Languages Abyssal
    SPECIAL ABILITIES

    Spoiler: Taint Elemental, Medium
    Show

    Medium Taint Elemental
    CR ?
    XP
    CE Medium outsider (elemental, evil, extraplanar)
    Init +1; Senses darkvision 60ft.; Perception +9
    DEFENSE
    AC 19, touch 11, flat footed 18 (+1 Dex, +8 natural)
    hp 38 (4d10+16)
    Fort +8,Ref +5,Will +3
    Immune elemental traits
    OFFENSE
    Speed 30ft.
    Melee Slam +7 (1d4+3 plus taint)
    Special Attacks
    STATISTICS
    Str 16,Dex 12,Con 19,Int 10,Wis 14,Cha 15, Taint 5
    Base Atk +4;CMB +7;CMD 18
    Feats Cleave, Malevolent Surge, Power Attack
    Skills Bluff +9, Climb +7, Intimidate +9, Knowledge (planes) +7, Perception +9, Stealth +8, Survival +9
    Languages Abyssal
    SPECIAL ABILITIES

    Spoiler: Taint Elemental, Large
    Show

    Large Taint Elemental
    CR ?
    XP
    CE Large outsider (elemental, evil, extraplanar)
    Init +2; Senses darkvision 60ft.; Perception +13
    DEFENSE
    AC 20, touch 11, flat footed 18 (+2 Dex, +9 natural, -1 Size)
    hp 84 (8d10+40)
    Fort +11,Ref +8,Will +4
    DR 5/-;Immune elemental traits
    OFFENSE
    Speed 30ft.
    Melee 2 Slams +13 (2d6+5 plus taint)
    Special Attacks
    STATISTICS
    Str 20,Dex 14,Con 21,Int 12,Wis 14,Cha 15, Taint 6
    Base Atk +8;CMB +14;CMD 26
    Feats Cleave, Corrupted Strike, Great Cleave, Malevolent Surge, Power Attack
    Skills Bluff +13, Climb +13, Intimidate +13, Knowledge (planes) +13, Perception +13, Sense Motive +9, Stealth +9, Survival +13
    Languages Abyssal
    SPECIAL ABILITIES

    Spoiler: Taint Elemental, Huge
    Show

    Huge Taint Elemental
    CR ?
    XP
    CE Huge outsider (elemental, evil, extraplanar)
    Init +4; Senses darkvision 60ft.; Perception +25
    DEFENSE
    AC 21, touch 12, flat footed 17 (+4 Dex, +9 natural, -2 Size)
    hp 184 (16d10+96)
    Fort +16,Ref +14,Will +9
    DR 5/-;Immune elemental traits
    OFFENSE
    Speed 40ft.
    Melee 2 Slams +23 (2d8+7 plus taint)
    Special Attacks
    STATISTICS
    Str 24,Dex 18,Con 23,Int 12,Wis 14,Cha 15, Taint 7
    Base Atk +16;CMB +30;CMD 44
    Feats Alertness,Cleave, Cornugon Smash, Corrupted Strike Great Cleave, Intimidating Prowess, Iron Will, Malevolent Surge, Power Attack
    Skills Bluff +21, Climb +23, Intimidate +28, Knowledge (planes) +20, Perception +25, Sense Motive +21, Stealth +15, Survival +21
    Languages Abyssal
    SPECIAL ABILITIES

    Spoiler: Taint Elemental, Greater
    Show

    Greater Taint Elemental
    CR ?
    XP
    CE Huge outsider (elemental, evil, extraplanar)
    Init +5; Senses darkvision 60ft.; Perception +30
    DEFENSE
    AC 22, touch 13, flat footed 17 (+5 Dex, +9 natural, -2 Size)
    hp 241 (21d10+126)
    Fort +18,Ref +17,Will +11
    DR 10/-;Immune elemental traits
    OFFENSE
    Speed 40ft.
    Melee 2 Slams +34 (2d8+13 plus taint)
    Special Attacks
    STATISTICS
    Str 26,Dex 20,Con 23,Int 14,Wis 14,Cha 15, Taint 8
    Base Atk +21;CMB +36;CMD 41
    Feats Alertness, Awesome Blow, Cleave, Cornugon Smash, Corrupted Strike, Great Cleave, Hurtful, Improved Bull Rush, Intimidating Prowess, Iron Will, Malevolent Surge, Power Attack
    Skills Bluff +25, Climb +29, Escape Artist +26, Intimidate +34, Knowledge (planes) +25, Perception +30, Sense Motive +26, Stealth +20, Survival +26
    Languages Abyssal
    SPECIAL ABILITIES


    Tainted Minions

    Spoiler: Tainted Minion Template
    Show

    Creating a Tainted Minion
    "Tainted minion" is an acquired template that can be added to any corporeal creature, other than undead or non-native outsider, with a taint score of at least 2. Tainted minions typically spontaneously rise from the dead from the corpses of tainted individuals in either tainted areas or slain by magics fueled by taint. A tainted minion retains all the base creature's statistics and special abilities except as noted here.

    CR: As base creature +1
    Alignment: Any evil.
    Type: The creature's type changes to undead. Do not recalculate BaB, saves, or skills.
    Senses: A tainted minion gains darkvision 60ft.
    Armor Class: A tainted minion has a +4 natural armor bonus or the base creature's natural armor bonus, which ever is better.
    Hit Dice: Change all the creature's racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. As undead, tainted minions use their Charisma modifiers to determine bonus hit points.
    Defensive Abilities: A tainted minion gains fast healing 3; and DR 5/magic or silver (if HD 3 or less), DR 10/magic (if HD 4-7), DR 10/good (if HD 8-11) or 15/magic and silver (if HD 12 or more).
    Melee: A tainted minion gains two claw attacks. Damage depends on its size.
    Special Attacks: A tainted minion gains the special attack described below. Save DCs is equal to 10 + 1/2 the tainted minion's HD + the tainted minion's Cha modifier.
    Fear Aura (Su)
    Creatures of less than 5 HD in a 60-foot radius that look at the tainted minion must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the tainted minion's Hit Dice. A creature that successfully saves cannot be affected again by the same tainted minion's aura for 24 hours. This is a mind-affecting fear effect.
    Abilities: Str +4, Dex +2, Cha +4. Being undead, a tainted minion has no Constitution score.
    Taint: A tainted minion retains the Taint score they possessed in life, typically ranging between 2 and 5, though individuals with higher scores can and do exist.


    Tainted Ravers

    Spoiler: Tainted Raver Template
    Show

    Creating a Tainted Raver
    "Tainted raver" is an acquired template that can be added to any corporeal creature, other than undead or non-native outsider, with a taint score of at least 2. A tainted raver can be created when a creature with a sufficient taint score has a mental ability score reduced to 0 and otherwise would acquire an insanity. A tainted minion retains all the base creature's statistics and special abilities except as noted here.

    CR: As base creature +1.
    Alignment: Any evil.
    Type: The creature's type changes to undead. Do not recalculate BaB, saves, or skills.
    Senses: A tainted minion gains darkvision 60ft.
    Armor Class: A tainted raver's state applies a -2 penalty to Armor Class.
    Defensive Abilities: A tainted raver gains fast healing 3. The tainted raver also gains the following defensive ability.
    Madness (Ex)
    A tainted reaver is irretrievably mad. It uses its Charisma modifier on Will saves instead of its Wisdom modifier and has immunity to confusion and insanity effects. Anyone targeting a tainted raver with a thought detection, mind control, or telepathic ability acquires 0.1 points of taint from the contact, up to a maximum of the tainted raver's taint score.
    A tainted raver cannot be restored to sanity by any means short of a miracle or wish spell. If restored to sanity, a tainted raver loses this template and all the modifiers it applies.
    Special Attacks: A tainted raver gains the special attack described below.
    Perpetual Rage (Ex)
    A tainted reaver is constantly in a state of insane fury similar to a barbarian's rage. In this state, the raver gains a +4 bonus on its Strength and Constitution scores, a +2 bonus on Will saves, and a -2 penalty to Armor Class. An effect that counters rage temporarily suppresses this ability and negates these bonuses and penalties.
    Unlike a barbarian's rage, a tainted raver's perpetual fury does not prevent it from taking actions that require reasons thought or concentration.
    Abilities: Str +4 (for raging), Con +4 (for raging), Wis -6, Cha +6.
    Taint: A tainted minion retains the Taint score they possessed in life, typically ranging between 2 and 5, though individuals with higher scores can and do exist.


    Unholy Scions
    The individual seems to be an ordinary person to all outward appearance, but their gaze is abnormally cold.

    Spoiler: Unholy Scion Template
    Show

    Creating an Unholy Scion
    "Unholy scion" is an inherited template that can be added to any living, corporeal creature with an Int score of 4 or more. An unholy scion uses all the base creature's statistics and special abilities except as noted here.

    CR: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.
    Alignment: Any evil.
    Type: The creature's type changes to outsider (evil, native). Do not recalculate BaB, saves, or skills.
    Senses: An unholy scion gains darkvision 60ft.
    Armor Class: An unholy scion has a deflection bonus to AC equal to its Charisma modifier (minimum 1).
    Defenses/Qualities: An unholy scion gains fast healing 4; and DR 5/good or magic (if HD 11 or less), or 10/good or magic (if HD 12 or more); Immunity to poison, and mind-affecting spells and spell-like abilities; resistance to acid 5, cold 5, electricity 5, and fire 5; and SR equal to the creature's CR + 10.
    Melee: An unholy scion gains two claw attacks. Damage depends on its size.
    Special Attacks: An unholy scion gains the special attacks described below.
    Familial Charm (Su)
    An unholy scion's mother is under a constant charm mosnter effect, generated by the scion. The mother might be aware that her actions are inappropriate, even that her child is evil, but she cannot shake her emotional devotion to it. The scion can switch between its own senses and its mother's at will as a free action. The scion can use any of its spell-like abilities with its mother, rather than itself, as the source.
    Familial charm does not allow a save, and applies even before the scion's actual birth.
    Unholy Strike (Su)
    An unholy scion's natural weapons and any melee weapon it wields are treated as evil-aligned for the purpose of overcoming damage reduction. In addition, all such attacks deal an extra 2d6 points of damage against good-aligned opponents.
    Spell-Like Abilities: An unholy scion 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 1/day. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).
    Abilities: Dex +2, Int +6, Wis +2, Cha +4. The mental ability modifiers apply even before birth.
    Taint: Because an unholy scion is an outsider with the evil subtype, they begin play with a taint score of 5.
    Skills: An unholy scion with racial HD has skill points per racial HD equal to 6 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.

    HD Spell-Like Abilities
    1-2 Charm animal or charm person 3/day
    3-4 Desecrate
    5-6 Enervation, protection from good 3/day
    7-8 Major Image 3/day , poison 3/day
    9-10 Dominate animal or dominate person, and baleful polymorph
    11-12 Animate dead, true seeing 3/day
    13-14 Unholy aura 3/day, unhallow
    15-16 Harm
    17-18 Gate
    19-20 Polymorph any Object
    *An unholy scion who gains charm animal also gains dominate animal when they have a sufficient HD, where as an unholy scion who gains charm person also gains dominate person when they have a sufficient HD.

    *An unholy scion can only open a gate to the Abyss. If in you campaign taint is tied explicitly to a different plane, or the unholy scion's tainted nature resulted from a fiend other than one native to the abyss, then the gate opens to that plane instead.







    An ongoing work in progress. To update: I've done all the creatures I am going to do from Heroes of Horror, with exception to perhaps the Elder Taint Elemental. Anything further otherwise will be anything created by me or by another member of the community.


    Spoiler: (Framework)
    Show
    CR
    XP
    Init ; Senses
    DEFENSE
    AC
    hp
    Fort ,Ref ,Will
    Immune
    OFFENSE
    Speed
    Melee
    Special Attacks
    STATISTICS
    Str ,Dex ,Con ,Int ,Wis ,Cha, Taint
    Base Atk ;CMB ;CMD
    Feats
    Skills
    Languages
    SPECIAL ABILITIES
    Last edited by Xuldarinar; 2016-03-09 at 03:52 AM.
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