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.


Huge monstrosity, unaligned

Armor Class 15 (natural armor)
Hit Points 210 (20d12 + 80)
Speed 40 ft., swim 40 ft.

20 (+5) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 4 (-3)

Saving Throws Str +9, Con +7
Skills Perception +6, Stealth +7
Damage Immunities psychic
Condition Immunities stunned, unconscious
Senses darkvision 120 ft., passive Perception 16
Challenge 12 (8,400 XP)


Blood Frenzy. The hybrid has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Brawn over Brains. When the hybrid attempts an Intelligence or Charisma saving throw, it may instead attempt a Constitution saving throw.

Underwater Camouflage. The hybrid has advantage on Dexterity (Stealth) ability checks while underwater.

Water Breathing. The hybrid can breathe underwater.


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.

Bite. Melee Weapon Attack: + 9 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage and the hybrid regains hit points equal to half the damage dealt (rounded down).

Ink Cloud (1/Short or Long Rest). A 40-foot-radius cloud of ink extends all around the hybrid if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the hybrid can use the Dash action as a bonus action.

Tentacles. Melee Weapon Attack: + 9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the hybrid can’t use its Tentacles on another target.

Ref: TPKB1 p19