RULES SUMMARY
Resultant Creature Types
AB STAN ae SDs RES ISS PIGS STD RTIMB YSMA}-<00 9 OUS
AC: 18 1 size, +4 Dex, +5 natural) Material Costs: 4,000 gp
Attacks: Bite +6melee
Damage: Bite 108-4 Skysharks ors silat in aypearaice to niensal shacks, with
Face/Reach: 5 ft by 1010/5 8 the addition of large, bat-lke wings granting them a light
Special Qualities: Blindsight, een scent ability. From their dite bat progenitors they also gain
Saves: Fort +7, Ref +9, Will +3 blindsight and the ability to breathe air, although the shark's
Abilities: Str 17, Dex 19, Con 15, It 1, Wis 12, Chas sgtlrse el inface allalng tis jeind i et hods i
Skills: Listen +6", Move Silently +8, Spot+6* Sead Cake tcleaeiad oul
(ClimateTerrnin: Any aquatic or any land when swimming. Like their aquatic progenitors, skysharks
Organisation: Solitary, school (2) or pack (6-11) ae in constant motion. They ac aggressive and ealess
‘Challenge Rating: 3 predators, attacking any prey regardless of size. Itis
‘Treasure: None ‘believed that skysharks were originally created as guardians,
Alignment: Always neutral although their tendency to roam over vast areas in search of
Advancement: — food makes them haphazard ones at best.
Combat
‘Skysharks attack with abite made vicious
with many overlapping layers of razor-
sharp tecth. They have a sense of smell as
keen as that of any shark and the scent of
blood cam have a pack of skysharks
convening upon the wounded prey from
miles away.
Blindsight: Skysharks can ‘see” by
emitting high-frequency sounds, inaudible
‘tomos other creatures that allow them to
locate objects and creatures
within 120 fet. Asilence
spell negates this ability.
Keen Scent: A skyshark can
notice creatures by scent ina
180-footradius and detect
blood inthe water at ranges of
uptoamile
Skills: Skysharks receive a
“+4 racial bonus to Spot and
Listen checks. These bonuses
are lost if blindsight is negated,
58SAMPLE HYBRIDS.
Slithertoad
Tiny Beast
‘Hit Dice: d10 (2 hp)
Initiative: +3 (Dex)
Speed: 15. clinb 18 swim 15.
ACY 16(2 ie 3 Dee ata)
FacefReacht 2 by2 called) 0
Saves: Fo 2, Ret, Wil 4
[Abilities Sr3,Dex 16, Con 1, nt 1, is 12,Cha2
Sts Balance +110, Clin +, Mig 13", Listen,
Soest
ClimateTerain: Temperate and war and agate or
(Challenge Rating:
‘Treasure: None
Alignment: Always neutral
Advancement Range: —
Progenitors: Snake (Tiny animal, using game statistics for
1 Tiny viper), toad (Diminutive animal)
‘Transmutational Ritual DC: 21 (+1 size modifier, 0
creature type modifier, +0 hybrid adjustment modifier, note
that Dexterity, Wisdom and Charisma scores were shuffled
at n0 cost)
Material Costs: 2,000 gp
Sithertoads ae a simple merging of a common, non
poisonous snake and a toad. The toad morphology
dominates the front half ofthe beast, with the snake's body
beginning where the toad’ hind legs would normaly begin.
‘Slihertoads are most often created asa simple experiment,
‘usually early ina crossbreeder’s career when he wishes to
‘nina taste fr the possibilities inherent in the field of study
Slithertoads serve no real useful purpose other than
allowing the crossbreeder to ‘get his feet wet’ on areatively
‘imple hybrid inthis capacity they excel, forthe
crossbreederleams to magically fuse together wo
‘completely different body structurcs to make a viable whole
from reptile and an amphibian. Slithertoadsare also
‘popular frst experiments because neither progenitors
inherently dangerous; itis much better to lean the basics
‘with harmless test subjects before branching out to more
difficult fusions like owlbears, where one must dal with
‘dangerous progenitors like a giant owl anda grizzly beat
Inaddition, there is usually very litle difficulty in
procuring the test subjects fora sithertoad hybridisation;
‘the progenitors can often be found near any pond or
‘steam,
After successful hybridisation, some erossbreeders
keep ther slithertoads as laboratory animals, to
study their growth patterns and see how they
develop over the years, Others keep their
slithertoads as pets, holding a warm place for
‘hem in their hears as thei fest
‘crossbreeding success. Many, however,
‘simply release them into the wild after they
‘have leamed all they can from their
IhybridisatiBn, Wild slithertonds do well
for themselves, hunting down small
insects, fish and worms. On land, they
usually crawl on their snake-belie,
‘keeping the toad portion of their bodies
elevated. In water, they re excellent
swimmers, stroking with their webbed
forelegs and undulating thei serpentine
bodies hack and forth ike an el
Combat
Slithertoads pose no threat to anyone larger
than Diminutive size. Their only attack
form stheir bite, using their tongues toSAMPLE HYBRIDS
flip insects and other creatures into their mouths, where they
are swallowed whole,
Skills: Slithertoads receive a +4 racial bonus to Hide,
Listen and Spot checks and a +8 racial bonus to Balance
checks. They use their Dexterity modifies fr Climb
checks.
Vorpa
Large Vermin
Hit Dice: 5€8+10 (32 hp)
Initiatives +1 Dex)
Spec: $0 Ry 60. (200d)
[AC: 15 1 size, +1 Dex, +5 natural)
‘Attacks: 2 claws +6 mele, sting +1 melee
Damage: Claw 14644, sting 14612 and poison
ace/Reach: 5 ft, by 10/5
Special Attacks: Improved grab, squeze, poison
Spesial Qualities: Vermin
Saves: Fort +6, Ref +2, Will+1
Abilities: Sir 18, Dex 12, on 14, Int Wis 10,
cas
Skills: Climb +8*, Hide 45*, Intuit Direction 4,
Spot +8"
(Climate/Terrain: Temperate and warm land and
underground
Organisation: Solitary, swarm (2-5) or nest (11-
2»)
Challenge Rating: 3
“Treasure: None
‘Alignment: Alvays neutral
10 HD (Large), 1-15 HD
Progenitors:
(Giant wasp (Large
vermin),
‘monstrous
scorpion (Large
vermin)
‘Transmutational
Ritual DC: 23
(0 size modifier,
‘Ocreature type
modifier +3
hhybrid adjustment modifiers for one extra Hit
Die, improved grab and squeeze; note that the
creature's Strength, Dexterity, Wisdom and
Charisma were shuffled atno cost.)
Material Costs: 4,000 gp Z
\Vorpas are a hideous combination of scorpion and wasp.
‘The body mostly retains the scorpion’ physiology with the
addition ofthe giant wasp’s wing structure, coloration and
hive mentality. The wasp coloration carries overto
altemating stripes of yellow and brown along the segmented
scorpion-like body.
Like scorpions, vorpas live in underground burrows.
Unlike scorpions (and more like wasps), these Inirs are
‘communal in nature, housing the entire nest, Vorpas are
agatessvely territorial and overly protective oftheir lars,
attacking anyone or anything seen asa potential threat tothe
larvae kept deep inside their subterranean burrows.
Combat
These creatures attack when hungry or threatened, stinging
theirprey o death. They take dead or incapacitated
‘opponents back to their airs as food for their unhatchedSAMPLE HYBRIDS
Improved Grab (Ex): To use this ability, the vorpa must
hit with ts claw atiack, Ift gets a hol, it hangs on and
stings
Squeeze (Ex): A vorpa that gets ahold on an opponent of
its size or smaller automatically deals damage with both
claws, stinging at its full attack value.
Poison (Ex): Sting Fortiude DC 18; inital and secondary
‘damage 1d6 temporary Dexterity damage. Vorpas are
Jmmune to their own poison and that of giant wasps.
Skills: A vorpa receives a +4 racial bonus to Climb, Hide
‘and Spot checks
Worgeblin
Medium-size Monstrous Humanotd
Hit Dice: 248+2 (11 hp)
initiative: +2 (Dex)
Speed: 50 A.
AC: 17 (+2 Dex, +2 natural, +3 studded leather)
Attacks: Momingstar +2 mele or javelin +4 ranged
Damage: Momingstar 1d8, javelin 1d6
Face/Resch: 5 fi. by $ £15 fh
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 11, Dex 15, Con 13, Int 10, Wis U1,
Chas
‘Skill: Hide +4, Listen +7, Move Sileally +6, Spot
7, Wildemess Lore +4
Feats: Alertness
(Climate/Terrain: Temperate and warm land and
‘underground
‘Organisation: Solitary o band (2-10)
Challenge Rating: 1s
‘Treasure: Standard
Alignment: Usually neutral evil
‘Advancement: By character class
Progenitors: Goblin (Small humanoid
(goblinoid)), worg(Medium-size magical beast)
‘Transmutational Ritual DC: 24 (+ size
_mogifier, +3 creature type modifier, +0 hybrid
adjustment modifier; note that the creature's
Strength, Dexterity, Intelligence, Wisdom and
‘Charisma scores were shuffled st no cost)
Material Costs: 5,000 gp
‘Worgolins are centaursike in bil, witha goblin's
_upper torso Fused into the front ofa wera’s body.
“They are frequently found among the ranks of
goblin bes especially those who ride wolves, dre
‘wolves or worgs into bate, The fest worgobling
were created by evil wizards who counted goblins
‘among their henchmen, as. force enhancer to empower
‘their goblin minions even further.
‘Worgoblins speak both the Goblin and Worg languages.
‘The more intelligent among them can also speak Common.
Some worgoblins join the ranks of worg packs, often
serving in positions of leadership
A worgoblin’s favoured class is fighter. Many worgoblin
leaders are fighters or fightr/rogues. Worgoblin cleriescan
choose two of the following domains: Chaos, Evil or
Trickery
Combat
[Not surprisingly, worgoblins often mirror goblin tactics in
battle, although they are somewhat more fond of open melee
‘han their diminutive cousins. Worgoblins favour the
‘momingstar and javelin often throwing thei javelin from
ambush and then racing into hand-to-hand combat with their
foes.DESIGNER'S NOTES
DESIGNER’S
NOTES
My fascination with magical crossbreeding dates back to
1996, whe I submited an article to Dragon Magazine on
the subject. The article, one ofthe Dragon's Bestiary
articles on new monsters for what was then the Second
Edition ofthe Advanced Dungoons and Dragons game,
featured seven magical fusions. was stil thinking small in
those days, foreach fusion was simple hybrid of wo
common animals, such asthe spder-horse and the
‘dragonfly turtle. I even developed the crossbreeder's
‘starter it ast were; a harmless lite creature called the
‘duckbunny, which, unfortunatly, was not aswell received
as Lhad hoped. To this day still argue that magical
crossbreeders need to start honing ther craft on something
‘simple and relatively harmless before moving onto more
dangerous creatures. I eagerly wait to soe what sort of
reception the sithertoad will receive from the readers ofthis
work
‘With the advent ofthe Encyclopaedia Arcane line, leased
‘hat Ihad an opportunity to expand upon the field of magical
crossbreeding, to move on beyonel merely animals and
Incorporate rules for fusions ofall manners of creatures.
‘The first step was determining exactly what could be
crossbred with what; after eliminating constructs and
‘undead, I then had to decide just how dificult it would be to
‘merge creatures of one type with creatures of ll the other
{ypes, and what ereature types would result from such
‘merpings. With the first two tables completed, was
actualy finished withthe core ofthe work and th rest was,
merely a matter of describing how magical crossbreeding
‘worked, providing various modifiers to the DC and
crossbreeding check and, most enjoyable ofall, developing,
host of sample creatures using the rules Ihad devised.
Thad decided early on thet I did not want to define the exact
steps of any given transmutation ritual too closely, as there
were many ways such a ritual could be setup. Rather, 1
thought it would be best olay outa solid rule mechanic and.
allow the player or Games Master to decide upon the
particulars. Ihave provided numerous examples of how
‘transmutation rituals might be composed; hopefully, ifnone
ofthese seem exactly what a Games Master had in mind for
‘his campaign world, they will at least serve asa springboard
forthe creation of other possible rituals.
‘One thing I wanted to avoid was the creation of a Magical
(Crossbreeding sil, yet another skill that a wizard would
have to throw points into if he wished to be successfl in
this portion ofhis magical repertoire. I realise that higher-
level wizards should be better at crossbreeding than lower-
level wizard, and knew I wanted to use their wizard level
aspart ofthe crossbreeding equation. Hopefully, the
‘method Ihave concocted works well tallow any wizarda
‘modicum of success in his crossbreeding efforts without
having him waste valuable skill points on something that
‘does him no good otherwise.
‘Magical Crossbreeding ~ Flesh and Bloods te largest
‘gaming accessory Ihave ever ereatedto date. Lam eager to
hear how itis received by the gaming community and most
‘of ll [look forward to hearing of the devious crossbreeds
‘that have been brought to life through the use ofthe rules.
contained herein.
Johnathan RichardsCROSSBREEDING WORKSHEET
CROSSBREEDING WORKSHEET
Ability Scores
Progenitor 1 Scores
Progenitor2 Scores
Average Seores ‘Total Ability DC Modifier (A)
Desired Scores
Bump or Shuffle
DeModitier
Size
Category Actual
Progenitor 1
Progenitor? Size Disparity DC Modifier
Average
Desired ‘Total Size DC Modifier (8)
DC Modlier
Type Hit Dice Natural Attacks
Progenitor 1 Progenitor 1 Progenitor 1
Progenitor? Progenitor 2
Hybrid Average
DE Modifier (C) Desired Progenitor?
Jp Moainer (0)
Special Attacks/Qualities Hiybria
Progenitor 1
Miscellaneous Modifiers
Damage Increased Isize YIN (+2)
Casterisa Progenitor Y/N (3)
Progenitor? ‘Total Miscellaneous DC Modifier (F)
Final Crosscheck DC (a+n+c+p+E+7):
Ritual Used:
Default Final Cost: a
Crossbreeding Check Modifier:
Result of Crossbreeding Check:
Desired [Physical Abnormalities
iybrid Defects
Special Attacks/Qualities DC Modifier (&)LICENCES
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Fi st TRADEMARK LOGo PLES ARE MADE AVAILABLE ON AN
‘TETAS on § PARTICULAR PURPOSE USO MRCHASTABLEY
64Number of Feats by Creature Type Special Attack Relevant Ability Scores
Creature Type ‘Number of Feats | Ability Score ‘Types of Effect
Aberration, Elemental Intelligence modifier Strength ‘Any apiatono aes, cnading,
(1/4 extea Hit Dice) binding orcostiion
Daigeig Gi G14 extra Hit Dies) oo -Movemen, movements
‘Humanoid, Oster Siti wha etnglerent
Fey, Magical Beast, 1 + Intelligence modifier crnebs
Monstrous Humanoid, (1/4 extra Hit Dice) Coostiion ‘Almosanythngat cones rom the
Shapechanger create shdy pion eth
Aairal, Bast G6, None swaps.
Plant, Vermin ii aon et
Was ‘Menalorperetimefeesexo
Determining Extra Hit Dice 5 arms adcompation.
‘Gratuite Size Subtract from Creature’s Hie Dice) — Spee ERE ene
Modiumsize isan ponent eats,
— ‘harms caniolsions eer rin
Taree 2 Akos harsmaorany DCtat
ie 4 ‘only wuldbetaseon an
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Physical Abnormalities
DW Result Abnormality sift hybrid adjustment modifiers;
12 “The hybrid’ eyes are those ofa different progenitor than intended. Note that his doesnot affect the hybrid’s
a4 ‘The hy id's se is thal ofthe wrong prOieitok. New tha this des nok Teche Hybrids Sense of Smell
56 The hybrid’s mouth that ofthe weong progenitor. Note tha this does nataffect the hybrid sit tac if
present
28 ‘They’ i ae OSE igen” Nove thal hi das aT Wyden
9-10, “The hybrids tongue is tha of the wrong progenitor. Note that this doesnot affect the hybrids sens of taste
fees ‘One lim is from the wrong progenitor. Note that this doesnot affect he hybrids caw or slam tacks.
present, Reso if limb change would significantly hamper the hybrid, sachs. bats wing being rela by
‘human arm, preventing the iybrd from ying,
ar “The hybrid’ ais of the weong progenitor
15:16 “The hybrid's skin is moted, with different patees Skin tk fom diferent progenitors,
7-18 ‘The coloration of the hybrid’s skin or other body covering i aken from the her progenitor.
1 ‘A physical characteristic, such as feathers or sale, possessed hy only one ofthe progenitors is either presto
‘ot present. whichever i centrary tothe crosshrceder'sintentens
20 ‘Asa strange side effect of the transmutation ritual, the coloration of part of the hybrid is diferent from either
progenitor,
Hybrid Defects
‘D2 Result Defect
12 ‘The hybrid isnot as strong as anticipated. Subact 16 points from ts Strength sere.
34 ‘The hybrid isnot as desirous as anlicipaiel, Subtract 16 points fom its Dexterity sae
5-6
73)
9-10
itd
13-14
15516
‘The hybrid isnot as heart as anticipated, Subtract 1d6 points from its Constitution score.
“The hybrid isnot as intelligent as anticipate. Subtract 146 points from is intelligence score
The hybrid is not as naturally cunning as anticipated. Subtract 166 points from its Wisdom score
“The hybrid does not have as forcefal a personality as Anticipated. Subset 146 points fom is Charisnia Score
The hybrid isnot as powerful as anticipated, Subtract 1d3 Hit Die,
‘The hybrid is lacking a special atack form Ifthe hybrid was intended tp Have ior than one special atack
form, then this result ean occur mule times. Ifthe hybrid was to have more than one special atuick form.
determine randomly whish one is lost
The hybrid is lacking a special quality. Ifthe hybrid was intended to have more than one special quality, then
this result can occur multiple times. Ife hybsid was to have more than one special quality determine
randomly which one was lost. Spocial qualities inherent to creature type cannot be losin this fashion,
The hybrid is physically weakiér chan aatiespated. Lower Strength, Dexterity and Constcuion (in any
‘combination) by 106 points. This result can stack witha de rll of 1-6, ubove.
The hybrid is mentally weaker than anticipated. Lower Intelligence, Wisdom and Charisma (in any
combination) by 1d6 points. This result can stack with adie roll of 7-12, above,
‘Crossbrseding DC? 20°F decanivo te wnditioe Vee toditieeFybeid adjustments,
‘Crossbreeding check 120 wizatd level “Inteligeide aodifio preparation honus*patice bons
Conti (1 creature type sjustment + side adjustment = hybrid adjustments) 1.000 ap.GP Eee
11013 ie SSEeey
FLESH AND BLOOD
‘An owlbear paces round and rourid the dry moat encircling the wizard’s castle, sccking any creature foolish enough to
have entered the moat willingly or unfortunate cnough to have been thrown there by the wizard’s minions. Up in the
\wizard’s stables a pair of night-black pegasi nicker nervously, as they always do when they hear the owIbear’s hungry
cries. Their oversized ravens” wings are as dark as their equine coats, the feathers shining in the scant moonlight
filtering in from the open stable door. From the tallest tower of the wizard’s castle spills ight of a different sort, magical
flames burning eternally in their iron sconces, illuminating the wizard’s workroom and those within it. ‘The wizard runs
hhis hand through the fur atthe top of his cat's head and it purrs its contentment, rubbing up against him for more,
folding its dragon-like wings out ofthe way and carefully keeping the tip of its envenomed scorpion-tail from scratch-
eos
‘The field of magical crossbreeding is not always an easy one and there are many mistakes that can be made along the i}
i ‘way — mistakes that can, quite literally, come back to bite you! However, with enough practice, a new form of life can
‘3 eventually be brought into existence and it is then, flush with the excitement of success, that the magical crossbreeder
Ss feels the true power of arcane spelleraft
CNR ELL
Dee keg Cee! Eee ean
what you need to consider when designing your new Seat Cee eters
creation, and how they affect the difficulty of the tics of a dragon; without having to polymorph himself?
Sees Cae een ne
hybridisation, multistage crossbreeding and more.
Ant ee Se Set
wa Pe mC oct te CS Coe coe eee ee ere
lf iy Se en eee ‘must for any self-respecting crossbreeder.
( i Re eG
]) game mechanics of actualy performing the ritual and what you could create, given time, money and patience.
See cs re a ae eC Sd
eee eee ee eis
F ) Bre
¢ ‘ FOR GAMES MASTERS AND PLAYERS ALIKE
) MONGOOSE PUBLISHING
Reason net
CORRE RD)
This Product
of the Dungeo