Fatty Corruption

by storymaker

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Fat Corruption

A variant of the corruption rules posted by Matthew Mercer on DM'sguild made for ExpanD&D

Corrupting force of Gluttony

Some places house corrupting evil artifacts or curses that corrupt the people who stray too near for too long. Sometimes those magics have a more gluttonous bent, twisting and infecting those within their reach into creatures of raw, unsustained fat and gluttony. Like more traditional means of corruption, this horrid magic sets in with sleep, when the mind is most vulnerable. The rules in this document govern the nature of these places, and allows wicked DMs to enforce these changes onto their players.

Corrupting Mechanics

If a character completes a long rest near a source of strong, gluttonous energies or corrupting magic, they must roll a Wisdom saving throw. The DC of the saving throw is outlined later in the document, and is dependent on the character's current Corruption level and proximity to the source of evil. On a failure, the character suffers 1 point of Corruption.

When a new tier of corruption is achieved (None to Mild, Mild to Moderate, Moderate to Severe), roll a d8 on the Corruption Effects Table below to determine the effect of that character's corruption. Corruption effects are cumulative with previous effects as higher tiers are achieved. Effects fade when enough corruption points have been cured to lower the character's tier of corruption (Severe to Moderate, Moderate to Mild, Mild to None). If a character reaches 12 or more Corruption points, the DM decides whether or not the character becomes a mindless pig, or goes insane and becomes an NPC under their control. A character with 12 or more corruption points cannot be restored to player control until they are brought below 12 corruption points.

Corruption can be cured naturally by resting away from any source of corruption, at a rate of 1 point per week of rest. Otherwise, a Lesser Restoration spell can cure 1 corruption point, and a Greater Restoration spell can cure 1d4 corruption points.

Situational trauma can lead the DM to tailor Corruption Effects to characters temporarily. Really twisted DMs can even customize particularly terrible creatures to afflict characters with Corruption Points with certain attacks, magical items that corrupt the user, or tomes that corrupt the reader when read. (Most of this passage taken -almost- verbatim with small edits from the Corruption document by Matthew Mercer)

Corruption Save DC Table
Distance No Corruption (0 points) Mild Corruption (1-2 Points) Moderate Corruption (3-8 Points) Severe Corruption (9-11 Points) Mindless/Insane (12+ Points)
5 miles 10 12 14 18 --
1 mile 12 14 18 22 --
500 feet 14 18 22 25 --
Corruption Effects table
d8 Mild Corruption Moderate Corruption Severe Corruption
1 Hallucinations Muscle Dystrophy Warped Frame
2 Hoarder Moral Decay Feeder
3 Compulsive Hunger Distraction Slimy Sheen
4 Gas Lazy Paranoid
5 Trusting Fatty Limbs Mark of Fattening
6 Gluttonous Stomach Parasite Broken Will
7 Slovenly Appearance Chronic Fatigue Endless Hunger
8 Mild Growth Moderate Growth Severe Growth

Corruption Effects

Many of the following corruption effects carry some form of mechanical detriment, but the real fun is being aware and weaving them into narrative and Roleplaying scenarios. Consider how some of these effects might alter a social encounter, or adjust the character's reaction to a particular event. Don't be afraid to remind a player of their corruption should a moment arise where they may have an opportunity to incorporate it.

Broken Will. Your willpower has crumbled, leaving your mind vulnerable. You have disadvantage on Wisdom ability checks and Wisdom saving throws.

Chronic Fatigue. Your body has difficulty with continuous physical activity. If you do not take a short or long rest immediately after a combat or physical challenge that lasted more than 1 minute, you suffer 1 point of exhaustion.

Compulsive. You begin to exhibit a mild, compulsive ritual of the DM's choice. This can manifest as organizing meals on your plate a certain way, or needing to categorize rations by food type, for example. You take 1.5 times as long to complete a short rest.

Endless Hunger. Your stomach is an endless void that always needs to be filled. Your fullness capacity is doubled, but you must make a Wisdom saving throw (DC 20) each time you see food or devour it immediately, even if it would damage you by putting you over your stuffing limit.

Fatty Limbs. Fat accumulates in just the wrong way on your joints and and limbs. You have disadvantage on Dexterity ability checks.

Feeder. You suffer irresistible urges to feed those who stop eating. If any creature you can see ceases eating food before all of it is gone (friend or foe), you must immediately attempt to make them eat more, if possible.

Gas. You develop uncontrollable gas, belches or flatulence creeping up every now and then. You have disadvantage on Dexterity (Stealth) checks.

Gluttonous. You become immediately compliant at the sight of food. Anyone using food as leverage when making a Charisma ability check against you gains advantage on the roll.

Hallucinations. Visions of food and smells of feasts occasionally tug at your perceptions. You have disadvantage on Wisdom (Perception) checks.

Hoarder. You are compelled to collect any and all food you can find. Any edible food must be gathered and carried, if able, until at carrying capacity

Hunger Distraction. Your mind has grown scattered and easily clouded by thoughts of food. You have disadvantage on Intelligence ability checks unless your stomach is full.

Lazy. You become lethargic and less quickly responsive. You have disadvantage on initiative rolls.

Mark of Fattening. A fattening curse on your soul absorbs divine energies. Any hit points you would regain via spells are halved, and the healing that is reduced in this way is instead added to your weight as fat.

Mild Growth. Your body is slowly gaining weight of its own accord. At the end of each long rest, you gain 1d10 lbs. of fat.

Moderate Growth. Your body is gaining weight of its own accord at a moderate pace. At the end of each long rest, you gain 2d10 lbs. of fat.

Moral Decay. Your disposition towards the world around you has shifted towards that darkness that twists within you. Your alignment shifts once either laterally or towards evil. Good can shift to Neutral. Neutral can shift to Evil. Lawful can shift to Chaotic. Chaotic can shift to Lawful. This shift is the DM's choice, and should be relayed to the player in secret.

Muscle Dystrophy. Your muscles feel weak and less able to carry your weight. You have disadvantage on Strength ability checks.

Paranoid. You no longer trust even your closest allies. You no longer count as a "friendly" creature to anyone, nor does anyone count as a "friendly" creature to you, in regards to abilities or spells. The only creature your beneficial spells and abilities can target is yourself.

Severe Growth. Your body is rapidly putting on weight of its own accord. At the end of each long rest, you gain 3d10 lbs. of fat.

Slimy Sheen. Your body is coated in sweat and glistening slime, making you appear disgusting to most. You have disadvantage on Charisma ability checks and Charisma saving throws.

Slovenly appearance. Your appearance is slobby and unkempt, and you hardly notice to correct it. You have disadvantage on Charisma (Persuasion) checks.

Stomach Parasite A writhing magical parasite is infesting your stomach, demanding you stuff yourself or pay its price. Any hit points regained through spending Hit Dice are halved unless you have food in your stomach beyond your normal fullness limit.

Trusting. You become too eager to accept others at face value. You have disadvantage on Wisdom (Insight) checks.

Warped Frame. Your body has twisted to become fat-centric at the cost of your flexibility. You have disadvantage on Dexterity ability checks and Dexterity saving throws.

Stages of Corruption

Aside from the extra effects of each of the stages, there are some general changes that all of those affected by the fattening Corruption feel. Below are some general guidelines for how corruption affects most people.

Mild Corruption

Characters with mild corruption become less distasteful of fat and gluttony, feeling like being overweight isn't so bad. Eating whatever you like, whenever you like, never having to starve yourself, never worrying about your figure. These concepts start to become more appealing than they did before, and a character who already felt this way becomes even more confident in these views.

Moderate Corruption

Fat is attractive. Fat is sexy. Characters with Moderate Corruption aren't just okay with being overweight, they actively enjoy it. Being stuffed to the brim with food is satisfying, and watching themselves grow heavier and heavier is an almost sexually fulfilling experience.

Severe Corruption

Must feed. Must grow. Must be fatter. Characters with Severe Corruption become almost single-minded in their drive to grow ever larger. Other objectives start to become less important as their goals to be as big and as full and fat as possible become their driving motivation.

Mindless/Insane

Nothing drives these individuals but raw need to eat and grow. Mindless pigs that exist only eat and grow, or insane narcissists who care only about making themselves more beautiful and fat. There is nothing left in the hearts of these people but gluttony.

Corrupting Creatures

While many creatures could be modified to include corruption within their mechanics, the following creatures are designed with it endemic to their nature, and don't quite function the same without it. To that end, they are included in this document.

Uesha Oni

Stories exist of the ferocious oni, who stalk villages and devour children at night. There exists a potent subspecies of these creatures known as the Uesha Oni, the Hungering Oni. Monstrous creatures with more vibrant color patterns than most Oni and a regular propensity for having more than one head, the Uesha Oni is a creature of raw gluttony that would rather its meals be of appropriate size before it partakes.

Dual Personalities. Uesha Oni always have two primary sides to their personality. Even those who only have one head share this trait. These two sides are typically a sinister matron who wants her victims to eat and consume and grow and a hungering brute who can't wait to devour their prey. Unlike other multi-headed giantkin, Uesha Oni's heads are almost always in perfect sync, though they may differ on certain small matters.

Gardeners of Flesh. Uesha Oni take pride in their ability to fatten and feed their prey. They often keep multiple victims in their lair at a time as they feed them until they are as large or larger than the Oni themselves, making them perfect meals for the gluttonous giants.



Uesha Oni

Large giant, lawful evil


  • Armor Class 16 (chain mail)
  • Hit Points 134 (15d10 + 48)
  • Speed 30ft., fly 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 16 (+3) 14 (+2) 14 (+2) 15 (+2)

  • Saving Throws Dex +4, Con +7, Wis +6, Cha +6
  • Skills Arcana +6, Deception +10, Perception +6
  • Senses darkvision 60 ft., passive perception 15
  • Tool Proficiencies Cook's Utensils +6
  • Languages Common, Giant
  • Challenge 9 (8725 XP)

Corruption Master. Creatures with Moderate or worse corruption have disadvantage on saving throws against spells and effects originating from the Uesha Oni.

Corrupting Attacks. Creatures that take damage from the Oni's weapon attacks or spells must make a Wisdom Saving throw as if within 500 feet of a source of corruption or gain 1 point of corruption.

Extra Heads. The Uesha Oni has a 50 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Innate Spellcasting. The Uesha Oni's innate spellcasting ability is Charisma (Spell save DC 14). The Uesha Oni can innately cast the following spells, requiring no material components:

At Will: darkness, invisibility

2/day each: charm person, cone of cold, gaseous form, sleep

1/day each: Fatball, Hypnotic Hunger, Fat Surge

Magic Weapons. The Uesha Oni's weapon attacks are magical.

Regeneration. The Uesha Oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The Uesha Oni makes two attacks, either with its claws or its glaive.

Claw (Uesha Oni form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 *1d8 + 5) slashing damage,

Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage, or 10 (1d10 + 5) slashing damage in Small or Medium form.

Change Shape. The Uesha Oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the Uesha Oni dies, it reverts to its true form, and its glaive reverts to its normal size.

Uesha Oni Lairs

The Lair of an Uesha Oni is a decadent affair of food, cooking supplies, and captured victims, a reflection of the nature of the creature that owns it. They are fond of locations that are easily hidden from the world, such as caves hidden in the mountain side, hidden grottos underneath a decaying tree in the midst of a bog, or the basement of an ancient long forgotten ruin.

Mystical Chefs

The Uesha Oni is a mystic cook that specializes in making food to fatten their victims to appropriate size. The Uesha Oni's lair is often littered with samples of its craft, magical food that immediately becomes an amount of fat equal to the amount of food eaten upon consumption. Every 5 pounds of this food eaten within a 24 hour span causes the imbiber to make a Wisdom save against corruption as if within 500 feet of a source.

Uesha Oni Lair Actions

Once an Uesha Oni sets up their lair, they gain a set of lair actions that represents the magical nature of the place where they rest and create their mystic foods and fatten their victims.

The following lair actions are options for Uesha Oni. Typical Uesha Oni will often have three to five lair actions. Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the oni's most powerful ability, and has the oni's Corruption Master trait.

Lair Actions

On initiative count 20 (losing initiative ties), the Uesha Oni can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:

  • The Uesha Oni targets any number of creatures she can see, and each one must make a Dexterity Saving Throw or be forced to consume 1d4+1 pounds of the lair's magical food as it flies toward their mouths.
  • Any creatures with severe corruption or worse that the Uesha Oni can see must make a Charisma Saving Throw or be dominated by the Oni until the next initiative count 20, obeying mental commands that she gives them at the start of their next turn.
  • Magical fog smelling of delicious food billows out from a point the Uesha Oni can see, forming a 20-foot-radius cloud that heavily obscures vision and grants disadvantage on Wisdom(Perception) checks made within its area. This fog disperses at the next initiative count 20.

Regional Effects

The Uesha Oni's nature and magic eventually seep into the ground they call their home, creating an aura of corruption that infects the nearby landscape. The oni's lair counts as a source of corruption for the purposes of resting near it, and is typically the source of three to five regional effects, some of which may directly harm enemies. Unless otherwise noted, any regional effect that requires a creature to make a saving throw uses the save DC of the oni's most powerful ability, and has the oni's Corruption Master trait.

Regional Efects

The region within 5 miles of a Uesha Oni's lair is warped by the creature's magic, which creates one or more of the following effects:

  • Animals within the region are fat and lazy, easy to hunt or catch. Even predators lay slovenly upon their fattened bodies.
  • Stacks of food or drink of various types appear randomly throughout the area, perfectly displayed for anyone to eat. This food is magical, and any imbiber immediately gains 1d10 pounds and must make a Wisdom Saving Throw against corruption, with a distance of however far the creature is from the lair itself.
  • Plants within the region awaken and attempt to ensnare travelers, feeding them with fattening food that they conjure until they are stuffed 1d4 pounds of food past capacity. The plants have a strength of 20 and cease moving if a creature breaks free of them or once they let the creature go.

Corruptor

Sometimes a Beholder either dreams of a maddening hunger or is corrupted by an outside force of gluttony. In such situations, the creature either gives birth to, or transforms into, a Corruptor. This creature is differentiated from Beholders in appearance by its eye-stalks receding into its head to become a multi-headed gaze of dangerous glowing orbs. The stalks that had once held its eyes now become grasping tentacles, enabling the corruptor to grasp and consume whatever food it feels it desires within its sight. Capricious Devourers. Corruptors have an unpredictable if not completely random view on what to do with creatures it finds. Some it sees as food to be devoured so it may grow larger and more powerful. Others it sees as pets to be fattened and played with, though its definition of fun is often not as enjoyable as the pet may wish. Taking the already unstable nature of most beholders and coupling it with a fixation on the nature of gluttony creates a being that will devour the first thing it sees and then turn the second into a fleshy pillow for its own amusement.

Paranoia becomes Confidence. The paranoia of typical Beholders disappears in the face of the Corruptor's all-consuming hunger. It gains a confidence that is rarely seen in the creatures of madness. It believes its plans cannot fail, and this overconfidence is somewhat justified. Its mere presence causes others to suffer a dulling of all senses but hunger, making those who attempt to battle it less capable than they should be, reinforcing its view that it is the greatest being in existence.

Corrupting Madness. The Corruptor gets its name from the glee it takes in breaking the minds of those it deems to be its pets. It enjoys a number of methods of mental domination, from tormenting a creature before lavishing it with delicious foods, fattening creatures into incapacitation before offering them mobility at the price of servitude, to mentally overriding a target's senses until they are nothing but a walking hunger, existing only to consume.

A Corruptor's Lair

A corruptor's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A corruptor encountered in its lair has a challenge rating of 14 (11,500 XP).

Lair Actions

When fighting inside its lair, a corruptor can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the corruptor can take one lair action to cause one of the following effects:

  • A table of fattening food appears on the ground at a location within 120 feet of the corruptor. Creatures that fail their saving throw against the corruptor's Hungering Aura must make a DC 15 Wisdom Saving Throw or spend their turn moving to the table and using their action to eat 1d10 pounds of food from the table at supernatural speed. A creature that surpasses fullness or takes eating damage from the table must make a Wisdom Saving throw as if resting within 500 feet of a source of corruption. Food replenishes infinitely at the table, but it disappears at the next initiative count 20.
  • Any Creatures with Mild corruption or Worse within 120 feet of the corruptor must make a DC 15 Constitution saving throw or gain 5d10 lbs. of fat as the corruption in their body and soul is twisted against them.
  • An eye opens on a solid surface within 60 feet of the corruptor. One random eye ray of the corruptor's at a target of the corruptor's choice that it can see. The eye then closes and disappears.

The corruptor can't repeat an effect until they h ave all been used, and it can't use the same effect two rounds in a row.

Regional Effects

A region containing a corruptor's lair is warped by the creature's unnatural presence, which qualifies as a source of corruption and creates one or more of the following effects.

  • Creatures within 1 mile of the corruptor's lair sometimes are racked with hunger pains, leaving them ravenous for any food they can find.
  • When the corruptor sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, corrupting food might appear where none existed before, a statue may turn to candy, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.

If the corruptor dies, these effects fade over the course of 1d10 days.



Corruptor

large aberration, chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 180(19d10 + 76)
  • Speed 0ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)

  • Saving Throws Int +8, Wis +7, Cha +8
  • Skills Perception + 12
  • Condition Immunities prone
  • Senses darkvision 120 ft., passive Perception 22
  • Languages Deep Speech, Undercommon
  • Challenge 13 (10,000 XP)

Hungering Aura The corruptor's presence creates an aura of hunger with a radius of 150 feet. All creatures that start their turn within the radius of the aura must make a DC 16 Constitution saving throw or be racked with hunger, imposing disadvantage on all attack rolls and ability checks until the start of their next turn. Creatures who are at or above their fullness capacity have advantage on the saving throw, and creatures who have eaten to twice their normal fullness capacity are immune this effect.

Corruption Master. Creatures with Moderate or worse corruption have disadvantage on saving throws against spells and effects originating from the Corruptor.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. The corruptor shoots three of the following eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.

2. Corrupting Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or gain 1 point of corruption.

3. Food Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or eat 16 (4d8) pounds of food.

4. Fluid Ray. The targeted creature must succeed on a DC 16 Constitution saving throw. On a failed save, the target's speed is halved for one minute as their body fills with fluid. In addition, the creature has disadvantage on Dexterity Saving throws, and cannot be passed through by allies, even if willing. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Fat Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one. The target also gains pounds of fat equal to twice the damage taken.

6. Muscle Ray The targeted creature must make a DC 16 Strength saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one. The target also gains pounds of muscle equal to twice the damage taken.

7. Sloth Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

8. Balloon Ray The targeted creature must succeed on a DC 16 Constitution saving throw or inflate with lighter-than-air gas, floating 20 feet of the ground, restrained, for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

9. Food Transformation Ray The targeted creature must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body turns into fatty food

10. Immobility Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or be fattened up to their next Bulk Threshold. Creatures without a bulk threshold, or who are already immobile instead gain 5d100 pounds of fat.

Legendary Actions

The corruptor can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The corruptor regains spent legendary actions at the start of its turn.

Eye Ray. The beholder uses one random eye ray.

Art Credits

  • Sinister Watcher by DaveAllsop

https://www.deviantart.com/daveallsop/art/Sinister-Watcher-451952099

  • Rotund Royalty 2 by The-Fun-Police

https://www.deviantart.com/the-fun-police/art/CM-Rotund-Royalty-2-716975772

  • The Sakura and Karin Oni Transformation VII by Chronorin

https://www.deviantart.com/chronorin/art/The-Sakura-and-Karin-Oni-Transformation-VII-332537049

  • Raven WG Art Trade with Bamboo-Ale! 4 by KrimRath

https://www.furaffinity.net/view/24438693/

 

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