Post by WickedXox on Sept 29, 2011 18:24:48 GMT -6
Hybrid Animal
“Hybrid” is a template that can be added to any animal (referred to Hereafter as the base Creature) and a second animal (referred to Hereafter as the secondary Creature) A Hybrid Animal has all the base creature’s characteristics except as noted here.
(Note: If the two animals are equal in hit die then the larger one is the stronger and is the base animal, if the size is the same flip a coin to decide the base animal)
Size and Type: Type changes to Beast. If two animals of the same size are used the size is increased by one category. If they are one category different from each other (i.e. a size small and a medium sized animal) then use the larger of the two. If they are more than one category use the middle category (i.e. a size small and a size large uses medium size)
Hit Dice: Increases to d10. Add ½ of the hit die of the lower number to the higher number (round up).
Speed: Take the average of the to animals speed for land speed. If one animal has wings then but is halved and loses one maneuverability category if increased in size and vise versa for size decrease. See savage species for swim speed.
AC: Adjust for size, Add the secondary animal’s natural ac to the base animal’s.
Attacks: The base creature gains all the attacks of the secondary creature if it did not already have them.
Damage: Same as the base and secondary creature (use the large if the attack already existed on the base and the secondary [after adjusting for size]) adjust for size.
Special Attacks: The base creature gains all the special attacks of the secondary creature if it did not already have them.
Special Qualities: The base creature gains all the special qualities of the secondary creature if it did not already have them.
Base Saves: Same as the base creature
Abilities: Adjust to size, follow the rules for monster’s a races rule for stats using the weaker animal adding to the stronger, and +2 Wis. Int stays the same.
Skills: Base creature gains all skills the secondary creature had.
Feats: Base creature gains all skills the secondary creature had if it did not already have it.
Climate/Terrain: Any
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: See hit die
Treasure: Standard
Alignment: Usually Natural
Level Adjustment: N/A
Advancement: Varies
Hybrid Animal CHARACTERS
SAMPLE Hybrid Animal
This Example uses a Large Viper as the base creature and a Leopard as the secondary animal
Leopard Viper
Large Beast
Hit Dice: 5d10+10 (37hp)
Initiative: +11 (+7 Dex, +4 Improved Init.)
Speed: 30 ft, 20 ft Climb, 30 ft Swim
AC: 20 (-1 Size, +4 Nat, +7 Dex)
Attacks: Bite +7, 2 claws +2
Damage: Bite 1d8+3 plus poison, Claws 1d4+1
Face/Reach: 10 ft/5 ft
Special Attacks: Poison, Improved Grab, Ponce, Rake 1d4+1
Special Qualities: Low-light vision, Scent
Saves: Fort +6, Ref +11, Will +3
Abilities: Str 16, Dex 25, Con 15, Int 1, Wis 14, Cha 6
Skills: Balance +15, Climb +14, Hide +12, Listen +7, Spot +8, Swim +11, Jump +11, Move Silently +11
Feats: Improved Initiative, Alertness, Weapon Finesse
Climate/Terrain: Any
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 6-7 (Large) 8-10 (Huge)
Level Adjustment:-
“Hybrid” is a template that can be added to any animal (referred to Hereafter as the base Creature) and a second animal (referred to Hereafter as the secondary Creature) A Hybrid Animal has all the base creature’s characteristics except as noted here.
(Note: If the two animals are equal in hit die then the larger one is the stronger and is the base animal, if the size is the same flip a coin to decide the base animal)
Size and Type: Type changes to Beast. If two animals of the same size are used the size is increased by one category. If they are one category different from each other (i.e. a size small and a medium sized animal) then use the larger of the two. If they are more than one category use the middle category (i.e. a size small and a size large uses medium size)
Hit Dice: Increases to d10. Add ½ of the hit die of the lower number to the higher number (round up).
Speed: Take the average of the to animals speed for land speed. If one animal has wings then but is halved and loses one maneuverability category if increased in size and vise versa for size decrease. See savage species for swim speed.
AC: Adjust for size, Add the secondary animal’s natural ac to the base animal’s.
Attacks: The base creature gains all the attacks of the secondary creature if it did not already have them.
Damage: Same as the base and secondary creature (use the large if the attack already existed on the base and the secondary [after adjusting for size]) adjust for size.
Special Attacks: The base creature gains all the special attacks of the secondary creature if it did not already have them.
Special Qualities: The base creature gains all the special qualities of the secondary creature if it did not already have them.
Base Saves: Same as the base creature
Abilities: Adjust to size, follow the rules for monster’s a races rule for stats using the weaker animal adding to the stronger, and +2 Wis. Int stays the same.
Skills: Base creature gains all skills the secondary creature had.
Feats: Base creature gains all skills the secondary creature had if it did not already have it.
Climate/Terrain: Any
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: See hit die
Treasure: Standard
Alignment: Usually Natural
Level Adjustment: N/A
Advancement: Varies
Hybrid Animal CHARACTERS
SAMPLE Hybrid Animal
This Example uses a Large Viper as the base creature and a Leopard as the secondary animal
Leopard Viper
Large Beast
Hit Dice: 5d10+10 (37hp)
Initiative: +11 (+7 Dex, +4 Improved Init.)
Speed: 30 ft, 20 ft Climb, 30 ft Swim
AC: 20 (-1 Size, +4 Nat, +7 Dex)
Attacks: Bite +7, 2 claws +2
Damage: Bite 1d8+3 plus poison, Claws 1d4+1
Face/Reach: 10 ft/5 ft
Special Attacks: Poison, Improved Grab, Ponce, Rake 1d4+1
Special Qualities: Low-light vision, Scent
Saves: Fort +6, Ref +11, Will +3
Abilities: Str 16, Dex 25, Con 15, Int 1, Wis 14, Cha 6
Skills: Balance +15, Climb +14, Hide +12, Listen +7, Spot +8, Swim +11, Jump +11, Move Silently +11
Feats: Improved Initiative, Alertness, Weapon Finesse
Climate/Terrain: Any
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 6-7 (Large) 8-10 (Huge)
Level Adjustment:-