The phrase “a wizard did it” is often offered as explanation for the most bizarre happenings in a fantasy world, and never is that more accurate than with the abominable hybrids. A horrific blending of two or more animals, abominable hybrids bring the most fearsome offensive abilities of their respective components to bear. Each time a hybrid appears, it is but one of dozens of potential combinations. As a DM, you will have to construct a hybrid to fit the needs of your game using a convenient “build a beast” system. This system starts with the hybrid base stat block, and then you add two or more animal essences to it, modifying its abilities and other statistics. Benefits in each essence that are marked with “(Trait)” should be included in the final creature’s stat block for reference. Those that don’t have that designation are just changes to be made like increasing the hybrid’s ability scores or hit points, and they don’t need to be copied to its stat block.
HYBRID BASE
Huge monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 95 (10d12 + 30)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 16 (+3) | 6 (-2) | 12 (+1) | 4 (-3) |
Saving Throws Con +6
Skills Perception +4
Damage Immunities psychic
Condition Immunities stunned, unconscious
Senses darkvision 120 ft., passive Perception 14
Languages —
Challenge 8 (3,900 XP)
TRAITS
Brawn over Brains (Trait). When the hybrid attempts an Intelligence or Charisma saving throw, it may instead attempt a Constitution saving throw.
Deadly Amalgamation. For every animal essence that is a part of the hybrid, its Challenge Rating increases by 2.
Hybrid Empowerment. For every two animal essences that are a part of the hybrid, its proficiency bonus increases by 1, and it gains proficiency in a single saving throw of your choice.
ACTIONS
Multiattack. The hybrid makes a single attack with each of its attacks (if available). The hybrid can forgo making two of these attacks to instead take one other action.
Ref: TPKB1 p15