Corruptor
Small • Aberration • Chaotic Evil
Armor Class 13
Hit Points 76 (17d6 + 17)
Speed 10 ft., climb 10 ft, swim 10 ft.
Initiative -3 (7)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 5 (-3) | 13 (+1) | 18 (+4) | 15 (+2) | 13 (+1) |
Damage Resistances psychic
Senses blindsight 60 ft. (blind beyond this radius) + the senses of the creature it is attached to, passive Perception 12
Languages Deep Speech, telepathy 120 ft.
CR 6 (XP 2,300; PB +3)

Damage Transfer. While it is attached to a creature, the corruptor takes only half the damage dealt to it, and the creature it is attached to takes the other half.
Mental Shielding. The corruptor and any creature it is attached to via its Tendrils has an advantage on saving throws against being charmed or frightened.
Spider Climb. The corruptor can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Unusual Nature. The corruptor doesn't require air.
ACTIONS
Psychic Pulse. Intelligence Saving Throw: DC 15, one creature within 60 feet of the corruptor. Failure: 18 (4d8) psychic damage, and the target becomes stunned until the end of its next turn. Success: Half damage.
BONUS ACTIONS
Tendrils. Melee Weapon Attack: +5, reach 5 ft. Hit: 12 (4d4 + 2) piercing damage. If the target is a stunned Medium or larger creature, the corruptor attaches to the target. While attached, the corruptor can't attack with its Tendrils and moves with the target whenever the target moves, requiring none of the corruptor's movement. The corruptor can detach itself by spending 5 feet of its movement on its turn.
Corrupt. Intelligence Saving Throw: DC 15, the creature the corruptor is attached to. Failure: On its next turn, the target acts as the corruptor dictates. After the target has failed a third time against this ability, it automatically fails all subsequent saves, as long as the corruptor stays attached to it.
Corruptor
Small • Aberration • Chaotic Evil
Armor Class 12
Hit Points 42 (12d6)
Speed 10 ft., climb 10 ft, swim 10 ft.
Initiative -3 (7)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 5 (-3) | 11 (+0) | 16 (+3) | 13 (+1) | 11 (+0) |
Damage Resistances psychic
Senses blindsight 60 ft. (blind beyond this radius) + the senses of the creature it is attached to, passive Perception 11
Languages Deep Speech, telepathy 120 ft.
CR 3 (XP 700; PB +2)

Damage Transfer. While it is attached to a creature, the corruptor takes only half the damage dealt to it, and the creature it is attached to takes the other half.
Mental Shielding. The corruptor and any creature it is attached to via its Tendrils has an advantage on saving throws against being charmed or frightened.
Spider Climb. The corruptor can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Unusual Nature. The corruptor doesn't require air.
ACTIONS
Psychic Pulse. Intelligence Saving Throw: DC 13, one creature within 60 feet of the corruptor. Failure: 10 (3d6) psychic damage, and the target becomes stunned until the end of its next turn. Success: Half damage.
BONUS ACTIONS
Tendrils. Melee Weapon Attack: +3, reach 5 ft. Hit: 6 (2d4 + 1) piercing damage. If the target is a stunned Medium or larger creature, the corruptor attaches to the target. While attached, the corruptor can't attack with its Tendrils and moves with the target whenever the target moves, requiring none of the corruptor's movement. The corruptor can detach itself by spending 5 feet of its movement on its turn.
Corrupt. Intelligence Saving Throw: DC 13, the creature the corruptor is attached to. Failure: On its next turn, the target acts as the corruptor dictates. After the target has failed a third time against this ability, it automatically fails all subsequent saves, as long as the corruptor stays attached to it.
Corruptor
Small • Aberration • Chaotic Evil
Armor Class 14
Hit Points 104 (19d6 + 38)
Speed 10 ft., climb 10 ft, swim 10 ft.
Initiative -3 (7)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 5 (-3) | 15 (+2) | 20 (+5) | 17 (+3) | 15 (+2) |
Damage Resistances psychic
Senses blindsight 60 ft. (blind beyond this radius) + the senses of the creature it is attached to, passive Perception 13
Languages Deep Speech, telepathy 120 ft.
CR 9 (XP 5.000; PB +4)

Damage Transfer. While it is attached to a creature, the corruptor takes only half the damage dealt to it, and the creature it is attached to takes the other half.
Mental Shielding. The corruptor and any creature it is attached to via its Tendrils has an advantage on saving throws against being charmed or frightened.
Spider Climb. The corruptor can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Unusual Nature. The corruptor doesn't require air.
ACTIONS
Psychic Pulse. Intelligence Saving Throw: DC 17, one creature within 60 feet of the corruptor. Failure: 27 (5d10) psychic damage, and the target becomes stunned until the end of its next turn. Success: Half damage.
BONUS ACTIONS
Tendrils. Melee Weapon Attack: +7, reach 5 ft. Hit: 15 (5d4 + 3) piercing damage. If the target is a stunned Medium or larger creature, the corruptor attaches to the target. While attached, the corruptor can't attack with its Tendrils and moves with the target whenever the target moves, requiring none of the corruptor's movement. The corruptor can detach itself by spending 5 feet of its movement on its turn.
Corrupt. Intelligence Saving Throw: DC 17, the creature the corruptor is attached to. Failure: On its next turn, the target acts as the corruptor dictates. After the target has failed a third time against this ability, it automatically fails all subsequent saves, as long as the corruptor stays attached to it.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
