The catalyst doesn't just grow β it turns the living against the living. Creatures caught in its territory are corrupted into its faction, and the claimed ground sprouts shriekers that call feral guardians to its defense.
When a mob wanders into the beast's claimed territory, there's a chance it's corrupted β permanently. A corrupted creature joins the sculk faction: it stops attacking other corrupted mobs and the beast itself, and instead turns on everything that isn't part of the corruption. Your livestock, the local wildlife, even hostile mobs β once corrupted, they're the beast's now.
Each creature rolls once, ever, when it enters the territory. Corruption is permanent β there's no curing it.
Corrupted mobs spare each other and the beast, and hunt all non-faction life. They fight as one.
Wardens that fall into the territory are corrupted too β feral, furious, and on the beast's side.
This system rides on top of SuperCatalyst, reading its territory live. It never modifies the beast β pure companion.
As the beast claims ground, sculk shriekers grow out of its arms β permanent fixtures of the corrupted landscape. They're part of the territory's character, and breaking one isn't always the end of it.
Shriekers sprout on top of the beast's arms across its claimed chunks β rolled once and placed permanently.
You can break a shrieker β but it may revive when the area regenerates. The corruption is stubborn.
When the beast finally dies, its shriekers are swept away alongside the decaying sculk β even across unloaded chunks.
Defenders of the Beast is an optional companion to the main event. Without the catalyst it does nothing; with it, the whole territory comes alive against you.
βπ¦The sculk world-boss this companion rides on. Start here for the full picture of the encounter.
World BossCorrupted mobs, shriekers, and the faction in action.