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Abyssal Corruption

A non-evil visitor that finishes a long rest in the Abyss must make a DC 10 Charisma saving throw. On a failure, the creature becomes corrupted. Refer to the Abyssal Corruption table to determine the effects of this corruption. You can substitute different corruption effects of your own creation.   After finishing a long rest, a corrupted creature can make a DC 15 Charisma saving throw. On a successful save, the corruption effect ends. A Dispel Evil and Good spell or any magic that removes a curse also ends the effect.   If a corrupted creature doesn’t leave the plane within 1d4 + 2 days, its alignment changes to chaotic evil. Casting the Dispel Evil and Good spell on the creature restores its original alignment.  
d10Result
1-4 Treachery. The character gains the following flaw: “I can only achieve my goals by making sure that my companions don’t achieve theirs.”
5-7 Bloodlust. The character gains the following flaw: “I enjoy killing for its own sake, and once I start, it’s hard to stop.”
8-9 Overwhelming Ambition. The character gains the following flaw: “I am destined to rule the Abyss, and my companions are tools to that end.”
10 Demonic Possession. The character is possessed by a demonic entity until freed by Dispel Evil and Good or similar magic. Whenever the possessed character rolls a 1 on an attack roll, ability check, or saving throw, the demon takes control of the character and determines the character’s behavior. At the end of each of the possessed character’s turns, he or she can make a DC 15 Charisma saving throw. On a success, the character regains control until he or she rolls another 1.
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