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 20 (natural armor)
Hit Points 340 (40d12 + 80)
Speed 40 ft., fly 40 ft., swim 40 ft.

26 (+8) 22 (+6) 22 (+6) 6 (-2) 20 (+5) 4 (-3)

Saving Throws Str +14, Dex +12, Con +12, Wis+11, Cha +3
Skills Perception +11, Stealth +12
Damage Immunities psychic
Condition Immunities stunned, unconscious
Senses darkvision 120 ft., passive Perception 21
Challenge 20 (25,000 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.

Keen Sight. The hybrid has advantage on Wisdom (Perception) checks that rely on sight.

Underwater Camouflage. The hybrid has advantage onDexterity (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: + 14 to hit, reach 5 ft., one target. Hit: 30 (4d10 +8) piercing damage and the hybrid regains hit points equal to half the damage dealt (rounded down).

Constrict. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 34 (4d12 + 8) bludgeoning damage, and the target is grappled (escape DC 22). Until this grapple ends the target is restrained and can’t breathe, and the hybrid can’t constrict another target.

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.

Sting. Melee Weapon Attack: + 14 to hit, reach 5 ft., one creature. Hit: 19 (2d10 + 8) piercing damage and the target must succeed on a DC 20 Constitution saving throw or take 27 (6d8) poison damage, or half as much damage on a success. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Swallow Whole. Melee Weapon Attack: +14 to hit, reach 15 ft., one Large or smaller incapacitated creature. Hit: The hybrid swallows the target. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the hybrid, and it takes 21 (6d6) acid damage at the start of each of the hybrid’s turns. If the hybrid takes 30 damage or more in a single turn from a creature inside it, the hybrid must succeed on a DC 21 Constitution saving throw or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the hybrid. If the hybrid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.

Tentacles. Melee Weapon Attack: + 14 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage. If the target is a creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained, and the hybrid can’t use its Tentacles on another target.

Web (Recharge 5–6). Ranged Weapon Attack: + 12 to hit, range 60/120 ft., one creature. Hit: The target is restrained by the webbing. As an action, the restrained target can make a DC 22 Strength (Athletics) ability check, freeing itself on a success. The webbing is an object that be attack and destroyed (AC 13; hp 25; vulnerability to fire damage).

Wing Attack. The hybrid beats its wings. Each creature within 10 feet of the hybrid must succeed on a DC 20 Dexterity saving throw or take 28 (4d10 + 6) bludgeoning damage and be knocked prone.

Withdraw. The hybrid takes the Dodge action and is immune to critical hits for as long as it benefits from the Dodge action.

Ref: TPKB1 p19