Hybrid Template (cross anything... with anything!...)

Sonikal

First Post
HYBRID TEMPLATE
In a world of magic, anything is possible. Wether through natural or unnatural means, an infinate amount of half-breeds exist. Infact is some worlds, their has been such a integration of many species that creatures that would of been classed as hybrids are now species in their own right, rather like Half-Orcs and Half-Elves. Humans seem to be the most mixed of many worlds races. This is probably due to the curious nature of the race, as well as their uneducated delivings into arcana. Hybrids always combine the appearance of the two species, though one always has dominant blood. Despite their lack of any innate magical ability, unnatural strength or any other fantastic powers, Humans have inexplicably dominant lienage, even more so than the Dragons, Outsiders and immortal Fey.

CREATING A HYBRID
"Hybrid" is a template that combines two creatures into one hybrid creature. The template can be added to two creatures of any size or type. You must decide which of the two creatures will the "primary" and "secondary" creature. Primary basicly means the creature that will be the most genetically dominant in the hybrid, the secondary creature is the creature that the primary creature takes features from. The creatures type is the same as the primary creatures. If the primary creature has any subtypes, it keeps them. If the secondary creature has more than one subtype, it must half the amount it retains (rounding down). The creature is only incorporeal if the primary creature is. It is otherwise the same as the two base creatures except as noted below. NOTE: The DM and players need to use their own common sense when rules contradict, as this is intentional. Imagine a Halfling Minotaur hybrid. The Halflings size changes because of the template, so edit the AC accordingly for any rule contradictions. Also DM's should feel free to change or add anything they please to make truly unique monster. This template is just here to form the basis of an idea.
Size: The size is the same as the primary creature. However for every two size categorarys smaller or larger the secondary creature is, the size must be accordingly by one level. For example, a Halfling (primary) Minotaur (secondary) hybrid would be medium-sized. Since the Halfling is small and the Minotaur is large. Note that the Halflings size AC bonus is gone, because it is now medium-sized.
Hit Dice: The same as the primary creature. However for every 5 more or less Hit Die the secondary creature has, the hybrid gains or loses 1 Hit Die. For example, the Halfling Minotaur hybrid would have 2 Hit Die. Since the Halfling has 1 HD and the Minotaur HD.
Speed: The same as the primary creature. However for each extra 20 ft. the secondary creature moves, the hybrid gains and extra 10 ft. If the secondary creature has any Fly or Swim speeds, the hybrid gains them but with a -10 ft., assuming its more than 10 ft, if thats the case leave the speed as it it.
AC: The same as the primary creature. However for every innate AC bonus the secondary creature has e.g. natural, deflection, etc. not armor and dexterity unless it specifically applies, the hybrid gains half of the bonus amount (rounding up). For example, the Halfling Minotaur hybrid, lets say the primary Halfling had an AC of 14 (average for a Halfling as shown in the Monster Manual, plus the fact that the template has made it medium-sized) and the Minotaur has a natural AC bonus of +5, being a secondary creature this changes to +3. So its AC is 17.
Attacks and Damage: The same as the primary creature. However if the secondary creature has natural attacks and the primary creature doesn't, it gains those attacks, with -2 to damage, same goes if the only the primary creature had natural attacks. However if both primary and secondary creature have natural attacks, use the same method above, meaning it gains more attacks but a little less damage, as long as the hybrid is capable of delivering those attacks, which is the DMs discretion really. For example, the Halfling Minotaur has a gore attack causes 1d8 damage. The Halfling have no natural attacks, but the minotaur has a gore attack that causes 1d8+2 damage.
Special Attacks: The hybrid gains half of the primary creatures special attacks (rounding up) and half of the secondary creatures special attacks (rounding down) of your choice, also take into account any size or type changes that might apply. If only the primary or secondary creature had special attacks, just allow those, assuming its capable of delivering the attack. Like above, all damage is given a -2. For example, the Halfling Minotaur has a Charge attack that deals 4d6+4. Because the Halfling has no special attacks (not counting the racial traits, as in the Monster Manual) and the Minotaur has a charge attack dealing 4d6+6 damage.
Special Qualities: Use the same method as the Special Attacks.
Saves: The same as the primary creature, plus for every extra 2 any save above or below that of the secondary creatures, it gains an extra +1 to that save. For example, the Halfling Minotaur hybrid has the following saves.
Fort +4
Ref +3
Will +3
Because the Halflings stats were Fort +3, Ref +2 and Will +1 (average Halfling, as in the Monster Manual) and Minotaurs stats were Fort +6, Ref +5, Will +5, giving the Halflings stats a +1, +1 and +2 bonuses on the saves.
Abilities: The same as the primary creature, However for each 2 levels higher or lower in rank each of the secondary creatures abilities are, the primary creatures abilities gain or lose levels accordingly. For example, the Halfling Minotaur hybrid has the following abilities.
Str 13
Dex 12
Con 12
Int 10
Wis 11
Cha 10
Because the Halfling has ability scores of 8, 13, 10, 11, 11 and 11 and the Minotaur has ability scores of 19, 10, 15, 7, 10 and 8, giving the Halfling bonuse's (and penalties) of +5, -1, +2, -1, +0 and -1.
Skills: A hybrid gains skill points as a non-class version of its type and Hit Dice. If the primary creature advances by character class, it gains skill points for class level normally. If the secondary creature has any racial skill bonuses, the hybrid gains half of them (rounding up).
Feats: A hybrid gains feats as a non-class version of its type and Hit Dice. If the primary creature advances by character class, it gains feats for class level normally.
Climate/Terrain: Same as primary creature.
Organization: Same as either primary or secondary creature, whichever use the smaller number ranges.
Challenge Rating: Same as primary creature, but for every 4 levels higher or lower in CR the secondary creature has, the hybrid gain or loses 1 point in CR.
Treasure: Same as primary creature.
Alignment: Same as primary creature.
Advancement: Same as primary creature.

SAMPLE HYBRID CREATURE
Here is an example of hybrid that uses a 1st level Halfling warrior (primary) and a Minotaur (secondary) as the base creatures.

Minoling
Medium-sized Humanoid (Halfling)
Hit Dice: 2d8 (9 hp)
Initiative: +1 (Dex)
Speed: 20 ft.
AC: 17 (+1 Dex, +3 studded leather, +3 natural)
Attacks: Longsword +2 melee, or heavy crossbow +3 ranged and gore +4 melee
Damage: Longsword 1d8; or heavy crossbow 1d10 and gore 1d8.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Charge 4d6+4, Halfling traits
Special Qualities: Scent, Halfling traits
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 13, Dex 12, Con 12, Int 10, Wis 11, Cha 10
Skills: Climb +0, Hide +5, Jump +0, Listen +5, Move Silently +3, Search +2 and Spot +2
Feats: Weapon Focus (longsword)
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Climate/Terrain: Any land and underground
Organization: Solitray or gang (2-4)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class

What do you think, anything needs changing or explaining?...:)
 
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Interesting template. Though I think the saves section was off, shouldn't it take off stuff if it is below the save of the base creature by 2?

And here's the first thing I built with it. :)

Stonewood Guardian (Gargoyle + Dryad)
Medium Magical Beast (Earth)
Hit Dice: 4d10+12 (38)
Initiative: +2 (Dex)
Speed: 45 Ft, Fly 75 Ft. (Average)
AC: 16 (+2 Dex, +4 Natural)
Attacks: 2 claw +6 melee, bite +4 melee, gore +4 melee
Damage: Claw 1d4, bite 1d6, gore 1d6
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Spell-like abilities
Special Qualities: Damage Reduction 15/+1, Symbiosis
Saves: Fort: +7, Ref: +6, Will: +4
Abilities: Str:11, Dex:14, Con:15, Int:10, Wis:13, Cha:13
Skills: Hide +9*, Listen +5, Spot +5
Feats: Multiattack, Weapon Finesse (claw, bite, gore)
Climate/Terrain: Temperate and warm forest
Organization: Solitary, Pair, or Wing (5-16)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Chaotic Neutral
Advancement: 5-6 HD (Medium); 7-12 HD (Large)

Combat

Spell-like Abilities: At will – dimensional door, speak with plants; as a 7th level sorcerer; 3/day – charm person; as a 4th level sorcerer

Symbiosis (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic.

Skills: *A Gargoyle receives a +4 racial bonus to hide checks when concealed against a background of stone.
 

Thats cool Kitsunekaboom, im gonna start making some monsters soon. Heres one to keep you busy. And by the way i've changed the CR changes, its now for 4 levels in CR higher or lower the CR is for the seconday creature, the primary creatures either gains or loses 1 point of CR.

SKINK (Nymph + Lizardfolk)
Medium-Size Fey (Reptilian)
Hit Dice: 3d6 (12 hp)
Initiative: +1 (Dex)
Speed: 30 ft. swim 20 ft.
AC: 13 (+1 Dex, +3 natural)
Attacks: 2 claws +2 melee and bite +0 melee
Damage: Claw 1d4+1 and bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Unearthly Beauty
Special Qualities: Spell-like abilities
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 11, Dex 12, Con 12, Int 13, Wis 14, Cha 15
Skills: Animal Empathy +10, Balance +4, Craft (any one) or Knowledge (any one) +5, Escape Artist +5, Heal +9, Hide +7, Jump +4, Listen +11, Move Silently +7, Sense Motive +7, Spot +9
Feats: Ability Focus (unearthly beauty), Alertness, Dodge, Multiattack
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Climate/Terrain: Temperate and warm marsh or forest
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic good
Advancement: 4-9 HD (Medium-size)

Skinks are similar to Nymphs in the fact that are another of natures embodiments of beauty. However these beings are the epithany of all that reptilian humanoids find beautiful, and somehow in a cold-blooded scaly sense, they are attractive beings. Skinks are slightly smaller than Lizardfolk, and are always female. They have bright green, yellow or orange colored skin, and their scales are smooth and shiny. They have large, expressive eyes and mouths lined with with well-kept, tiny, sharp teeth. Their most obvious features however are their yellow membranous head-frills and thin-prehensile tails.
They often live in the most verdant and beautiful parts of jungle's or marshe's, and all the birds, snakes, lizards and insects of the rainforest know they can come to the Skinks for safety. Skinks speak Common, Draconic and Sylvan.

COMBAT
Skinks disdain combat, but can be quite vicous if confronted.
Unearthly Beauty (Su): The Skink can evoke this ability once every 10 minutes. Those within 30 ft. of the Skink who look directly at it must suceed a will save (DC 17) or die.
Spell-like Abilities: Skinks can usedimension door once per day; 7th level caster. They can also replicate druid spells; 7th level caster (save DC 13 + spell level).
Skills: Thanks to their tails, Skinks recieve a +2 racial bonus on all Balance and Jump checks.
 
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