When a Cleric reaches 9th level, if he or she is of Chaotic alignment and evil mien, they may elect to follow a specialized path of selfish evil, allowing them to drain life force in return for magical power. This specialized path requires them to take the Vow of the Corruptor.
The Vow of the Corruptor requires the character to isolate themselves from all living things in a remote desert, ruins, wastelands or even another plane of existence, for a period of 2-8 (2d4) months. In this period their normal attitudes to life and goodness are stripped away entirely and replaced with a simmering rage and a dark heart that form the basis of their new philosophy of Chaos and evil.
Once the initiation is finished, the cleric becomes a Corruptor. Corruptor society has no hierarchy and due to the nature of their power they shun the company of other Corruptors. Each Corruptor is their own master, likely soon to be the nucleus of their own evil cult or organization.
The Corruptor philosophy is primarily obsessed with draining life energy, fueling their own development and power and destroying living things. They are revel in destroying nature.
As such, Corruptors usually live in the most polluted and built up cities, mines or ports they can find, or in remote areas seething with magical fallout and chaos. Wherever they choose to live, they make sure that they also have access to either living beings to Tap, or to wondrous natural areas close enough to visit and despoil.
Although there are stories that a tiny handful of Corruptors are more or less neutral and “scientific” in how they use their Tap ability, generally Corruptors are evil, despicable people with dark hearts and minds.
Each Corruptor has, during their isolated sojourn, received from their mysterious Immortal patron the ability known as The Tap. The Tap is a form of Energy Drain. The Tap is used by the Corruptor by the naked flesh touch of his or her body to any nominated target. Tap may be used a number of times each day equal to the character’s General Modifier for Wisdom, with a minimum of 1.
When a victim is Tapped, they suffer the level or hit die loss as per Energy Drain. However at the same time, the Corruptor gains magical power. Also, the Tap can work on any living thing, including plants. Living things that do not have levels or hit dice simply die instantly when touched by the naked flesh of a Corruptor using Tap.
When such living things as plants are affected by the Corruptor’s Tap, the Corruptor destroys an area in a sphere centered on his or her feet with a radius of 4d8 x 10’. All plants, bacteria and other tiny life forms are destroyed and converted to ash in this field. Such a Tap can only affect the plant life in the zone; if there is a character in the zone and that character is not touch attacked to be Tapped, they suffer nothing other than the creepy sensation of seeing the plant life around them collapse into dust.
A Tapped area of land or sea is permanently drained of life force. Nothing will ever again grow there, and no animal will voluntarily remain there, ever again. Only the most powerful magics and blessings conferred by Druids or their patron Immortals can even hope to some day restore areas destroyed by Corruptors.
Each time a Corruptor successfully uses Tap, the character gains an extra clerical spell, from the Druid list, of a level which they are allowed to cast, and in addition to any existing spells they have left to cast that day. These additional spells conferred by Tap must be used in their negative form if reversible, and no Corruptor can or would ever Cure wounds or Neutralize poison. They live for death and destruction.
The extra spells the Tap confers are lost at the end of the game day on which they are gained so if they are not used before the Corruptor rests for the night, they dissipate and are lost to his or her use.
The Tap ability’s Energy Drain causes all the normal misery and permanent loss that an undead Energy Drain causes.
At 16th level, a Corruptor can, even though they are a living being, function exactly in the manner of an Undead Liege.
At 28th level, a Corruptor begins to shrivel, decay or otherwise lose his or her relatively normal appearance. They begin to take on the aspect and appearance of some form of undead. The exact type can be randomized or selected by the player with the GM’s permission. The character is not a true Undead; it is simply the Corruption manifesting itself physically. However, as of 28th level, the Corruptor can be turned by Clerics exactly as if it was a genuine Undead. The type of Undead that equates to the Corruptor is “Special”.
Corruptors are denied any shot at Immortality, their Immortal patron simply point blank refusing to ever sponsor them. For this reason Corruptors usually turn their twisted minds to achieving physical deathlessness.
Habitat: Arctic or Mountains (Rare)
Wandering Group: 1 (U)
Lair Group: 1 + 1d4 juveniles (minimum hit points) (U x 2)
Move 40’ (bipedal) 60’ (quadrupedal)
Armor Class: 6
Hit Dice: 6* (28 hp)
Attack Bonus +6
Claw (1d6) &
Claw (1d6) &
Phantasmal Visions* (see below)
NOTE: if both Claw attacks are successful against a single target in that combat round the Migou does an extra (2d8) crushing damage to that target.
vs Death / Poison: 11
vs Wand: 12
vs Paralyze / Petrify: 7
vs Dragon Breath: 17
vs Rod / Staff / Spell: 14
XP Value: 485
The Migou or Yueh-Teh is a prehistoric survival, being an ancestral offshoot of the bear species that eventually became the Bear (Black) and Bear (Polar) subspecies.
The Migou is a relentless and extremely savage predator, preferentially attacking humans, demihumans and canines as it obviously sees the taste of these prey as a delicacy.
The Migou’s paws are foot-like on its hind legs since although it is a quadruped its light build and proportions allow it to move rapidly on two legs as well as four. The front paws of the Migou are covered in long shaggy fur, and its claws are in a row on the front paws almost resembling a spiky fin.
Migou are solitary, mating is a one-off event each year and females give birth to live young that follow her around for a year before going their own way.
At some point in their existence the Migou have developed mental powers as an adaptation to hunting Mystics and Magic-Users and these powers make them a vastly more formidable opponent than a conventional Bear of any type. This attack which the Migou can use once per combat round is called Phantasmal Visions and operates as a form of mental illusion that creates an effect somewhat similar to Hold Person or Hold Monster. The Migou emits a psychic field with a 60’ radius of its body. Within this spherical zone all characters must save vs Paralyze / Petrify or be treated as if under the influence of a Hold Person (or Hold Monster or Hold Animal as appropriate) spell. The Phantasmal Visions effect lasts only a maximum of ten minutes, and each time a character suffers any form injury it can re-roll its save to end the effect upon it. Characters can be re-affected by the Migou as long as they are within the range of the effect. The Migou uses this effect either when in direct combat or as its first attack on potential prey, sleeping campers or anyone else it encounters who it decides to eat.
The nature of the Phantasmal Visions are such that the affected victim sees the Migou as a character or animal for whom it has love, trust or respect. At the same time, the victim stops moving, as if under the Hold spell as described above. The character does nothing but murmur quietly to itself, as it sees the Migou as a peaceful figure standing nearby in a friendly way. This despite the fact that most likely the Migou is in all reality a slavering bloodthirsty attacker at that point in time.
It is said that a Mystic who can fight a Migou to the death single handedly whilst at equal or lesser hit dice to the creature gains permanent total immunity to all Hold and illusion magic. Such a Mystic is henceforth known as a Monk of the Iron Mind, and accorded great honor amongst his or her class.