The Demented One
2006-07-30, 05:20 PM
Half-Basilisk
Half-Basilisks are the offsprings of basilisks and other creatures, often reptilian in some manner. They look very much like their non-basilisk parent, save that they are covered in tough, ruddy scales. Though they lack the full power of a basilisk's gaze, they possess a weaker, temporary version of it. Half-Basilisks tend to be sluggish, and are not easily excited.
Creating A Half-Basilisk
Half-Basilisk is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Armor Class
A Half-Basilisk’s natural armor bonus to AC increases by three.
Attack
A Half-Basilisk gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Basilisk retains this ability. A Half-Basilisk fighting without weapons uses its bite when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Basilisk fighting without weapons uses its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack.
Damage
Half-Basilisks have a bite attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Size..............Damage
Fine..............1d2
Diminutive...1d3
Tiny..............1d4
Small............1d6
Medium........1d8
Large............2d6
Huge.............2d8
Gargantuan...3d6
Colossal.......3d8
Special Attack
A Half-Basilisk retains all the special attacks of the base creature and also gains the following attack.
Lesser Petrifying Gaze (Su)
Once per day, a Half-Basilisk can make a gaze attack, with a range of 30 ft. and a DC of 10 + ½ its racial HD + its Charisma modifier. A creature that fails its save is turned to stone for 1d6 hours, after which it automatically reverts to its original form.
Special Qualities
A Half-Basilisk retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
Abilities
Increase from the base creature as follows: Strength +2, Dexterity -2, Constitution +2, Intelligence -6, Wisdom +2. A Half-Basilisk always has a Intelligence score of at least 3.
Skills
A Half-Basilisk gets a +4 racial bonus on Hide checks made in natural settings.
Challenge Rating
Same as base creature +1
Alignment
Always Neutral
Level Adjustment
Same as base creature +2.
Half-Blink Dog
Half-Blink Dogs are born when a Blink Dog mates with another creature, generally a canine of some sort. They look more like their non-Blink Dog parent, but almost always have a pure brown coat. They possess a limited form of a Blink Dog's teleportation abilities. Half-Blink Dogs are just as noble as their kind-spirited parents.
Creating A Half-Blink Dog
Half-Blink Dog is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Armor Class
A Half-Blink Dog’s natural armor bonus to AC increases by one.
Attack
A Half-Blink Dog gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Blink Dog retains this ability. A Half-Blink Dog fighting without weapons uses a bite when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Blink Dog fighting without weapons uses its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack.
Damage
Half-Blink Dogs have a bite attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Special Qualities
A Half-Blink Dog creature retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Blink (Su)
Once per day, a Half-Blink Dog may use blink, as the spell (caster level 8th), as a move action.
Dimension Door (Su)
Once per day, a Half-Blink Dog may use dimension door, as the spell (caster level 8th), as a move action.
Abilities
Increase from the base creature as follows: Dex +4, Wis +2. A Half-Blink Dog always has a Intelligence score of at least 3.
Feats
A Half-Blink Dog gains Track as a bonus feat.
Challenge Rating
Same as base creature +1
Alignment
Usually lawful good
Level Adjustment
Same as base creature +2.
Half-Brain Mole
Half-Brain Moles are the psionic progeny of Brain Moles and other creatures, often rodents. They look no different from their nonpsionic parent, but possess the power-draining abilities--and weaknesses--of a Brain Mole.
Creating A Half-Brain Mole
Half-Brain Mole is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented and psionic subtypes. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Attack
A Half-Brain Mole gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Brain Mole retains this ability. A Half-Brain Mole fighting without weapons uses its bite when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Brain Mole fighting without weapons uses its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack.
Damage
Half-Brain Moles have a bite attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Special Attack
A Half-Brain Mole retains all the special attacks of the base creature and also gains the following attack.
Cascade Flu (Ex)
A creature struck by a Half-Brain Mole’s bite attack must make a Fortitude save, DC 10 + ½ the Half-Brain Mole’s racial HD + the Half-Brain Mole’s Constitution modifier, or contract cascade flu.
Psi-Like Abilities
A Half-Brain Mole may use detect psionics at will. It may also use power leech three times a day, with a manifester level of 5th. The saves are Charisma based.
Special Qualities
A Half-Brain Mole retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Hide Mind (Su)
A Half-Brain Mole cannot be identified as psionic by divination spells or clairsentience powers.
Power Conversion (Su)
When a Half-Brain Mole drains a power point by means of its power leech power, it may immediately heal 1 hit point. If it is already at full normal hit points, it may instead gain psionic sustenance sufficient to supply its need for nourishment for 24 hours. If the Half-Brain Mole has a power point pool, it may instead simply gain the power point as normal.
Abilities
Increase from the base creature as follows: Strength -4, Dexterity +2, Constitution -2, Intelligence -4, Wisdom +2. A Half-Brain Mole always has a Intelligence score of at least 3.
Skills
A Half-Brain Mole gets a +4 racial bonus on Hide and Move Silently checks. However, they take a -2 penalty on Spot checks.
Feats
A Half-Brain Mole gains Weapon Finesse as a bonus feat.
Challenge Rating
No change
Alignment
Always Neutral
Level Adjustment
Same as base creature +1.
Half-Displacer Beast
Half-Displacer Beasts are spawned by the union of a Displacer Beast an another creature, often feline in nature. They look like thinner, meaner versions of their non-Displacer Beast parent, and sport black coats and squidlike tentacles. They posess a weaker version of a Displacer Beast's displacement, but all of its malevolence.
Creating A Half-Displacer Beast
Half-Displacer Beast is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Armor Class
A Half-Displacer Beast’s natural armor bonus to AC increases by two.
Attack
A Half-Displacer Beast gains a two tentacle attacks, which are primary natural weapons. These tentacles have a reach of 5 ft. longer than the base creature’s own. If the base creature can use weapons, the Half-Displacer Beast retains this ability. A Half-Displacer Beast fighting without weapons uses a tentacle when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Displacer Beast fighting without weapons uses its tentacles when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its tentacles as a natural secondary attack.
Damage
Half-Displacer Beast have tentacle attacks. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Size..............Damage
Fine..............1
Diminutive...1
Tiny..............1d2
Small............1d3
Medium........1d4
Large............1d6
Huge.............1d8
Gargantuan...2d6
Colossal.......2d8
Special Qualities
A Half-Displacer Beast creature retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
Lesser Displacement (Su)
A Half-Displacer Beast’s form appears slightly displaced. It has a 20% miss chance. True seeing overcomes this, but not see invisibility.
Lesser Resistance to Ranged Attacks (Su)
A Half-Displacer Beast has a +1 resistance bonus on saves against any ranged magical attack that specifically targets it, except for ranged touch attacks.
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +2, Intelligence -2, Wisdom +2, Charisma -2. A Half-Displacer Beast always has a Intelligence score of at least 3.
Skills
A Half-Displacer Beast gets a +4 racial bonus on Hide checks.
Challenge Rating
Same as base creature +1
Alignment
Usually lawful evil
Level Adjustment
Same as base creature +2.
Half-Girallon
Half-Girallons are the four-armed progeny of Girallons and other creatures, usually apes. They look much like their none-Girallon parent, save for a secondary set of arms and a pure white coat.
Creating A Half-Girallon
Half-Girallon is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Speed
A Half-Girallon gains a climb speed equal to its base land speed.
Armor Class
A Half-Girallon’s natural armor bonus to AC increases by two.
Attack
A Half-Girallon gains a bite attack and four claw attacks. The claws are primary natural weapons. If the base creature can use weapons, the Half-Girallon retains this ability. A Half-Girallon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Girallon fighting without weapons uses its claws and bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has any hands free, it uses them to make claw attacks.
Damage
Half-Girallons have claw and bite attacks. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Bite
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Claws
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d2
Small............1d3
Medium........1d3
Large............1d4
Huge.............1d4
Gargantuan...1d6
Colossal.......1d6
Special Attacks
A Half-Girallon retains all the special attacks of the base creature and also gains the following attack.
Rend (Ex)
A Half-Girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals damage equal to twice the claw damage of the Half-Girallon plus one and a half times its Strength modifer.
Special Qualities
A Half-Girallon retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +4, Constitution +2, Intelligence -6, Wisdom +2, Charisma -2. A Half-Girallon always has a Intelligence score of at least 3.
Skills
A Half-Girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Challenge Rating
Same as base creature +2
Alignment
Always Neutral
Level Adjustment
Same as base creature +3.
Half-Hippogriff
Half-Hippogriffs are hybrids of Hippogriffs and other creatures, usually either avian or equestrian in nature. They possess whatever appearance their non-Hippogriff parent might have had, crossed with the melange of horse and bird features the Hippogriff posesses.
Creating A Half-Hippogriff
Half-Hippogriff is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Speed
A Half-Hippogriff gains a fly speed equal to its base land speed, with average maneuverability.
Armor Class
A Half-Hippogriff’s natural armor bonus to AC increases by two.
Attack
A Half-Hippogriff gains a bite attack and two claw attacks. The claws are primary natural weapons. If the base creature can use weapons, the Half-Hippogriff retains this ability. A Half-Hippogriff fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Hippogriff fighting without weapons uses its claws and bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses it to make a claw attack.
Damage
Half-Hippogriffs have claw and bite attacks. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Bite
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Claws
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d2
Small............1d3
Medium........1d3
Large............1d4
Huge.............1d4
Gargantuan...1d6
Colossal.......1d6
Special Attacks
A Half-Hippogriff retains all the special attacks of the base creature.
Special Qualities
A Half-Hippogriff retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +2, Intelligence -6, Wisdom +2, Charisma -2. A Half-Hippogriffs always has a Intelligence score of at least 3.
Skills
A Half-Hippogriff has a +4 racial bonus on spot checks.
Challenge Rating
Same as base creature +2
Alignment
Always Neutral
Level Adjustment
Same as base creature +2.
Half-Ice Toad
Half-Ice Toads are the squamous children of Ice Toads and other creatures, often reptilian. They look much like a pure white, long-tongued version of their non-artic parent. While they lack the ability of an Ice Tongue to devour their foes whole, they retain its long tongue and its ability to exude cold.
Creating A Half-Ice Toad
Half-Ice Toad is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented and cold subtypes. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Armor Class
A Half-Ice Toad’ s natural armor bonus to AC increases by three.
Attack
A Half-Ice Toad gains a bite attack, which is a primary natural weapon, and a ranged tongue attack, which has a reach of 5 ft. greater than the Half-Ice Toad’s normal reach. If the base creature can use weapons, the Half-Ice Toad retains this ability. A Half-Ice Toad fighting without weapons uses its bite or tongue when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Ice Toad fighting without weapons uses its bite or tongue when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite or tongue as a natural secondary attack.
Damage
Half-Ice Toad have a bite and a tongue attack. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Bite
Size..............Damage
Fine..............1d2
Diminutive...1d3
Tiny..............1d4
Small............1d6
Medium........1d8
Large............2d6
Huge.............2d8
Gargantuan...3d6
Colossal.......3d8
Tongue (All damage is nonlethal)
Size..............Damage
Fine..............1d2
Diminutive...1d2
Tiny..............1d3
Small............1d3
Medium........1d4
Large............1d4
Huge.............1d6
Gargantuan...1d6
Colossal.......1d8
Special Attack
A Half-Ice Toad retains all the special attacks of the base creature and also gains the following attack.
Sphere of Cold (Su)
As a standard action, a Half-Ice Toad may exude a 10-foot radius sphere of cold, centered on itself. All creatures within the sphere take 3d6 points of cold damage. They may attempt a Fortitude save, DC 10 + ½ the Half-Ice Toad’s racial HD + the Half-Ice Toad’s Constitution modifier, for half damage. A Half-Ice Toad may use this ability every other round, starting in the first round of combat.
Special Qualities
A Half-Ice Toad retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Immunity to Cold
*Vulnerability to Fire
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +4, Intelligence -2, Charisma -2. A Half-Ice Toad always has a Intelligence score of at least 3.
Skills
A Half-Ice Toad gets a +4 racial bonus on Jump checks and a +4 racial bonus on Hide checks made in snowy or natural settings.
Challenge Rating
Same as base creature +1
Alignment
Often Neutral
Level Adjustment
Same as base creature +3.
Half-Owlbear
Half-Owlbears are born from a union of an Owlbear and another creature, often an avian or bear. They retain whatever appearance their non-Owlbear parent might have possessed, crossed with the Owlbear's mix of owl and bear traits.
Creating A Half-Owlbear
Half-Owlbear is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Armor Class
A Half-Owlbear’s natural armor bonus to AC increases by two.
Attack
A Half-Owlbear gains a bite attack and two claw attacks. The claws are primary natural weapons. If the base creature can use weapons, the Half-Owlbear retains this ability. A Half-Owlbear fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Owlbear fighting without weapons uses its claws and bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hands free, it uses it to make claw attacks.
Damage
Half-Owlbears have claw and bite attacks. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Bite
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Claws
Size..............Damage
Fine..............1
Diminutive...1
Tiny..............1d2
Small............1d3
Medium........1d4
Large............1d6
Huge.............1d8
Gargantuan...2d6
Colossal.......2d8
Special Attacks
A Half-Owlbear retains all the special attacks of the base creature and also gains the following attack.
Improved Grab (Ex)
To use this ability, a Half-Owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Special Qualities
A Half-Owlbear retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +4, Intelligence -6, Wisdom +2. A Half-Owlbear always has a Intelligence score of at least 3.
Challenge Rating
Same as base creature +1
Alignment
Always Neutral
Level Adjustment
Same as base creature +2.
Half-Seawolf
Half-Seawolves are the children of shapechanging Seawolves and other creatures, generally canines of some sort, though seals and sea lions maintain a close second. Though they lack the Seawolf's shapechanging power, they retain their parent's cursed bite, albeit in modified form. They retain whatever physical apperance their parent may have had, along with the wolf and seal-like traits of a Seawolf.
Creating A Half-Seawolf
Half-Seawolf is both an applied and inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Speed
A Half-Seawolf gains a swim speed equal to its base land speed plus 10 ft.
Armor Class
A Half-Seawolf’s natural armor bonus to AC increases by two.
Attack
A Half-Seawolf gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Seawolf retains this ability. A Half-Seawolf fighting without weapons uses its bite when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Seawolf fighting without weapons uses its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack.
Damage
Half-Seawolves have a bite attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Special Attack
A Half-Seawolf retains all the special attacks of the base creature and also gains the following attack.
Curse (Su)
Any animal, magical beast, or vermin bitten by a Half-Seawolf must make a Will save, DC 10 + ½ the Half-Seawolf’s racial HD + the Half-Seawolf’s Charisma modifier, or fall prey to a modified version of the Seawolf’s curse. On the night of the next new moon, it gains the Half-Seawolf template. The curse can be broken by a remove curse or break enchantment spell or effect, but the caster must succeed on a DC 15 caster level check.
Special Qualities
A Half-Seawolf retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Hold Breath (Ex)
A Half-Seawolf can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks drowning.
Abilities
Increase from the base creature as follows: Strength +2, Dexterity +4, Constitution +2, Wisdom +2, Charisma +2. A Half-Seawolf always has a Intelligence score of at least 3.
Skills
A Half-Seawolf has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Feats
A Half-Blink Dog gains Stealthy as a bonus feat.
Challenge Rating
Same as base creature +1
Alignment
Always Chaotic Neutral
Level Adjustment
Same as base creature +2.
Half-Unicorn
Half-Unicorns are given life by a union of a Unicorn and another creature, often an equestrian. They look much like their non-Unicorn parent, save for a pure white coat and the signature horn of the unicorn. Half-Unicorns posess the whole of the unicorn's noble spirit, though they are not as picky when it comes to who may ride them.
Creating A Half-Unicorn
Half-Unicorn is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Armor Class
A Half-Unicorn’s natural armor bonus to AC increases by three.
Attack
A Half-Unicorn gains a horn attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Unicorn retains this ability. A Half-Unicorn fighting without weapons uses its horn when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Unicorn fighting without weapons uses its horn when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its horn as a natural secondary attack.
Damage
Half-Unicorns have a horn attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Special Qualities
A Half-Unicorn retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Wild Empathy (Ex)
This power works like the druid’s wild empathy class feature, except that a Half-Unicorn has a +4 racial bonus on the check.
Spell-Like Abilities
A Half-Unicorn may use detect evil at will. It may also use cure light wounds three times a day and neutralize poison once per day. All caster levels are 5th. All save DC’s are Charisma based.
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +4, Constitution +4, Wisdom +4, Charisma +4. A Half-Unicorn always has a Intelligence score of at least 3.
Skills
A Half-Unicorn gets a +4 racial bonus on Move Silently checks.
Challenge Rating
Same as base creature +2
Alignment
Always Chaotic Good
Level Adjustment
Same as base creature +3.
Half-Worg
Half-Worgs are the feral spawn of Worgs and other creatures, mostly canines. They look like more brutish, feral versions of their non-Worg parents, and possess the Worg's savage manner in full.
Creating A Half-Worg
Half-Worg is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Armor Class
A Half-Worg’ s natural armor bonus to AC increases by one.
Attack
A Half-Worg gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Worg retains this ability. A Half-Unicorn fighting without weapons uses its bite when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Worg fighting without weapons uses its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack.
Damage
Half-Worgs have a bite attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Special Attack
A Half-Worg retains all the special attacks of the base creature and also gains the following attack.
Trip (Ex)
A Half-Worg that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Half-Worg.
Special Qualities
A Half-Worg retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +2, Intelligence -4, Wisdom +2. A Half-Worg always has a Intelligence score of at least 3.
Skills
A Half-Worg gets a +1 racial bonus on all Hide, Listen, Move Silently, and Spot checks. It also has a +4 racial bonus on Survival checks made to track by scent.
Challenge Rating
Same as base creature +1
Alignment
Usually Neutral Evil
Level Adjustment
Same as base creature +2.
Half-Basilisks are the offsprings of basilisks and other creatures, often reptilian in some manner. They look very much like their non-basilisk parent, save that they are covered in tough, ruddy scales. Though they lack the full power of a basilisk's gaze, they possess a weaker, temporary version of it. Half-Basilisks tend to be sluggish, and are not easily excited.
Creating A Half-Basilisk
Half-Basilisk is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Armor Class
A Half-Basilisk’s natural armor bonus to AC increases by three.
Attack
A Half-Basilisk gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Basilisk retains this ability. A Half-Basilisk fighting without weapons uses its bite when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Basilisk fighting without weapons uses its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack.
Damage
Half-Basilisks have a bite attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Size..............Damage
Fine..............1d2
Diminutive...1d3
Tiny..............1d4
Small............1d6
Medium........1d8
Large............2d6
Huge.............2d8
Gargantuan...3d6
Colossal.......3d8
Special Attack
A Half-Basilisk retains all the special attacks of the base creature and also gains the following attack.
Lesser Petrifying Gaze (Su)
Once per day, a Half-Basilisk can make a gaze attack, with a range of 30 ft. and a DC of 10 + ½ its racial HD + its Charisma modifier. A creature that fails its save is turned to stone for 1d6 hours, after which it automatically reverts to its original form.
Special Qualities
A Half-Basilisk retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
Abilities
Increase from the base creature as follows: Strength +2, Dexterity -2, Constitution +2, Intelligence -6, Wisdom +2. A Half-Basilisk always has a Intelligence score of at least 3.
Skills
A Half-Basilisk gets a +4 racial bonus on Hide checks made in natural settings.
Challenge Rating
Same as base creature +1
Alignment
Always Neutral
Level Adjustment
Same as base creature +2.
Half-Blink Dog
Half-Blink Dogs are born when a Blink Dog mates with another creature, generally a canine of some sort. They look more like their non-Blink Dog parent, but almost always have a pure brown coat. They possess a limited form of a Blink Dog's teleportation abilities. Half-Blink Dogs are just as noble as their kind-spirited parents.
Creating A Half-Blink Dog
Half-Blink Dog is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Armor Class
A Half-Blink Dog’s natural armor bonus to AC increases by one.
Attack
A Half-Blink Dog gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Blink Dog retains this ability. A Half-Blink Dog fighting without weapons uses a bite when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Blink Dog fighting without weapons uses its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack.
Damage
Half-Blink Dogs have a bite attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Special Qualities
A Half-Blink Dog creature retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Blink (Su)
Once per day, a Half-Blink Dog may use blink, as the spell (caster level 8th), as a move action.
Dimension Door (Su)
Once per day, a Half-Blink Dog may use dimension door, as the spell (caster level 8th), as a move action.
Abilities
Increase from the base creature as follows: Dex +4, Wis +2. A Half-Blink Dog always has a Intelligence score of at least 3.
Feats
A Half-Blink Dog gains Track as a bonus feat.
Challenge Rating
Same as base creature +1
Alignment
Usually lawful good
Level Adjustment
Same as base creature +2.
Half-Brain Mole
Half-Brain Moles are the psionic progeny of Brain Moles and other creatures, often rodents. They look no different from their nonpsionic parent, but possess the power-draining abilities--and weaknesses--of a Brain Mole.
Creating A Half-Brain Mole
Half-Brain Mole is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented and psionic subtypes. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Attack
A Half-Brain Mole gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Brain Mole retains this ability. A Half-Brain Mole fighting without weapons uses its bite when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Brain Mole fighting without weapons uses its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack.
Damage
Half-Brain Moles have a bite attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Special Attack
A Half-Brain Mole retains all the special attacks of the base creature and also gains the following attack.
Cascade Flu (Ex)
A creature struck by a Half-Brain Mole’s bite attack must make a Fortitude save, DC 10 + ½ the Half-Brain Mole’s racial HD + the Half-Brain Mole’s Constitution modifier, or contract cascade flu.
Psi-Like Abilities
A Half-Brain Mole may use detect psionics at will. It may also use power leech three times a day, with a manifester level of 5th. The saves are Charisma based.
Special Qualities
A Half-Brain Mole retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Hide Mind (Su)
A Half-Brain Mole cannot be identified as psionic by divination spells or clairsentience powers.
Power Conversion (Su)
When a Half-Brain Mole drains a power point by means of its power leech power, it may immediately heal 1 hit point. If it is already at full normal hit points, it may instead gain psionic sustenance sufficient to supply its need for nourishment for 24 hours. If the Half-Brain Mole has a power point pool, it may instead simply gain the power point as normal.
Abilities
Increase from the base creature as follows: Strength -4, Dexterity +2, Constitution -2, Intelligence -4, Wisdom +2. A Half-Brain Mole always has a Intelligence score of at least 3.
Skills
A Half-Brain Mole gets a +4 racial bonus on Hide and Move Silently checks. However, they take a -2 penalty on Spot checks.
Feats
A Half-Brain Mole gains Weapon Finesse as a bonus feat.
Challenge Rating
No change
Alignment
Always Neutral
Level Adjustment
Same as base creature +1.
Half-Displacer Beast
Half-Displacer Beasts are spawned by the union of a Displacer Beast an another creature, often feline in nature. They look like thinner, meaner versions of their non-Displacer Beast parent, and sport black coats and squidlike tentacles. They posess a weaker version of a Displacer Beast's displacement, but all of its malevolence.
Creating A Half-Displacer Beast
Half-Displacer Beast is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Armor Class
A Half-Displacer Beast’s natural armor bonus to AC increases by two.
Attack
A Half-Displacer Beast gains a two tentacle attacks, which are primary natural weapons. These tentacles have a reach of 5 ft. longer than the base creature’s own. If the base creature can use weapons, the Half-Displacer Beast retains this ability. A Half-Displacer Beast fighting without weapons uses a tentacle when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Displacer Beast fighting without weapons uses its tentacles when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its tentacles as a natural secondary attack.
Damage
Half-Displacer Beast have tentacle attacks. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Size..............Damage
Fine..............1
Diminutive...1
Tiny..............1d2
Small............1d3
Medium........1d4
Large............1d6
Huge.............1d8
Gargantuan...2d6
Colossal.......2d8
Special Qualities
A Half-Displacer Beast creature retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
Lesser Displacement (Su)
A Half-Displacer Beast’s form appears slightly displaced. It has a 20% miss chance. True seeing overcomes this, but not see invisibility.
Lesser Resistance to Ranged Attacks (Su)
A Half-Displacer Beast has a +1 resistance bonus on saves against any ranged magical attack that specifically targets it, except for ranged touch attacks.
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +2, Intelligence -2, Wisdom +2, Charisma -2. A Half-Displacer Beast always has a Intelligence score of at least 3.
Skills
A Half-Displacer Beast gets a +4 racial bonus on Hide checks.
Challenge Rating
Same as base creature +1
Alignment
Usually lawful evil
Level Adjustment
Same as base creature +2.
Half-Girallon
Half-Girallons are the four-armed progeny of Girallons and other creatures, usually apes. They look much like their none-Girallon parent, save for a secondary set of arms and a pure white coat.
Creating A Half-Girallon
Half-Girallon is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Speed
A Half-Girallon gains a climb speed equal to its base land speed.
Armor Class
A Half-Girallon’s natural armor bonus to AC increases by two.
Attack
A Half-Girallon gains a bite attack and four claw attacks. The claws are primary natural weapons. If the base creature can use weapons, the Half-Girallon retains this ability. A Half-Girallon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Girallon fighting without weapons uses its claws and bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has any hands free, it uses them to make claw attacks.
Damage
Half-Girallons have claw and bite attacks. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Bite
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Claws
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d2
Small............1d3
Medium........1d3
Large............1d4
Huge.............1d4
Gargantuan...1d6
Colossal.......1d6
Special Attacks
A Half-Girallon retains all the special attacks of the base creature and also gains the following attack.
Rend (Ex)
A Half-Girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals damage equal to twice the claw damage of the Half-Girallon plus one and a half times its Strength modifer.
Special Qualities
A Half-Girallon retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +4, Constitution +2, Intelligence -6, Wisdom +2, Charisma -2. A Half-Girallon always has a Intelligence score of at least 3.
Skills
A Half-Girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Challenge Rating
Same as base creature +2
Alignment
Always Neutral
Level Adjustment
Same as base creature +3.
Half-Hippogriff
Half-Hippogriffs are hybrids of Hippogriffs and other creatures, usually either avian or equestrian in nature. They possess whatever appearance their non-Hippogriff parent might have had, crossed with the melange of horse and bird features the Hippogriff posesses.
Creating A Half-Hippogriff
Half-Hippogriff is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Speed
A Half-Hippogriff gains a fly speed equal to its base land speed, with average maneuverability.
Armor Class
A Half-Hippogriff’s natural armor bonus to AC increases by two.
Attack
A Half-Hippogriff gains a bite attack and two claw attacks. The claws are primary natural weapons. If the base creature can use weapons, the Half-Hippogriff retains this ability. A Half-Hippogriff fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Hippogriff fighting without weapons uses its claws and bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses it to make a claw attack.
Damage
Half-Hippogriffs have claw and bite attacks. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Bite
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Claws
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d2
Small............1d3
Medium........1d3
Large............1d4
Huge.............1d4
Gargantuan...1d6
Colossal.......1d6
Special Attacks
A Half-Hippogriff retains all the special attacks of the base creature.
Special Qualities
A Half-Hippogriff retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +2, Intelligence -6, Wisdom +2, Charisma -2. A Half-Hippogriffs always has a Intelligence score of at least 3.
Skills
A Half-Hippogriff has a +4 racial bonus on spot checks.
Challenge Rating
Same as base creature +2
Alignment
Always Neutral
Level Adjustment
Same as base creature +2.
Half-Ice Toad
Half-Ice Toads are the squamous children of Ice Toads and other creatures, often reptilian. They look much like a pure white, long-tongued version of their non-artic parent. While they lack the ability of an Ice Tongue to devour their foes whole, they retain its long tongue and its ability to exude cold.
Creating A Half-Ice Toad
Half-Ice Toad is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented and cold subtypes. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Armor Class
A Half-Ice Toad’ s natural armor bonus to AC increases by three.
Attack
A Half-Ice Toad gains a bite attack, which is a primary natural weapon, and a ranged tongue attack, which has a reach of 5 ft. greater than the Half-Ice Toad’s normal reach. If the base creature can use weapons, the Half-Ice Toad retains this ability. A Half-Ice Toad fighting without weapons uses its bite or tongue when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Ice Toad fighting without weapons uses its bite or tongue when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite or tongue as a natural secondary attack.
Damage
Half-Ice Toad have a bite and a tongue attack. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Bite
Size..............Damage
Fine..............1d2
Diminutive...1d3
Tiny..............1d4
Small............1d6
Medium........1d8
Large............2d6
Huge.............2d8
Gargantuan...3d6
Colossal.......3d8
Tongue (All damage is nonlethal)
Size..............Damage
Fine..............1d2
Diminutive...1d2
Tiny..............1d3
Small............1d3
Medium........1d4
Large............1d4
Huge.............1d6
Gargantuan...1d6
Colossal.......1d8
Special Attack
A Half-Ice Toad retains all the special attacks of the base creature and also gains the following attack.
Sphere of Cold (Su)
As a standard action, a Half-Ice Toad may exude a 10-foot radius sphere of cold, centered on itself. All creatures within the sphere take 3d6 points of cold damage. They may attempt a Fortitude save, DC 10 + ½ the Half-Ice Toad’s racial HD + the Half-Ice Toad’s Constitution modifier, for half damage. A Half-Ice Toad may use this ability every other round, starting in the first round of combat.
Special Qualities
A Half-Ice Toad retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Immunity to Cold
*Vulnerability to Fire
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +4, Intelligence -2, Charisma -2. A Half-Ice Toad always has a Intelligence score of at least 3.
Skills
A Half-Ice Toad gets a +4 racial bonus on Jump checks and a +4 racial bonus on Hide checks made in snowy or natural settings.
Challenge Rating
Same as base creature +1
Alignment
Often Neutral
Level Adjustment
Same as base creature +3.
Half-Owlbear
Half-Owlbears are born from a union of an Owlbear and another creature, often an avian or bear. They retain whatever appearance their non-Owlbear parent might have possessed, crossed with the Owlbear's mix of owl and bear traits.
Creating A Half-Owlbear
Half-Owlbear is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Armor Class
A Half-Owlbear’s natural armor bonus to AC increases by two.
Attack
A Half-Owlbear gains a bite attack and two claw attacks. The claws are primary natural weapons. If the base creature can use weapons, the Half-Owlbear retains this ability. A Half-Owlbear fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Owlbear fighting without weapons uses its claws and bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hands free, it uses it to make claw attacks.
Damage
Half-Owlbears have claw and bite attacks. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Bite
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Claws
Size..............Damage
Fine..............1
Diminutive...1
Tiny..............1d2
Small............1d3
Medium........1d4
Large............1d6
Huge.............1d8
Gargantuan...2d6
Colossal.......2d8
Special Attacks
A Half-Owlbear retains all the special attacks of the base creature and also gains the following attack.
Improved Grab (Ex)
To use this ability, a Half-Owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Special Qualities
A Half-Owlbear retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +4, Intelligence -6, Wisdom +2. A Half-Owlbear always has a Intelligence score of at least 3.
Challenge Rating
Same as base creature +1
Alignment
Always Neutral
Level Adjustment
Same as base creature +2.
Half-Seawolf
Half-Seawolves are the children of shapechanging Seawolves and other creatures, generally canines of some sort, though seals and sea lions maintain a close second. Though they lack the Seawolf's shapechanging power, they retain their parent's cursed bite, albeit in modified form. They retain whatever physical apperance their parent may have had, along with the wolf and seal-like traits of a Seawolf.
Creating A Half-Seawolf
Half-Seawolf is both an applied and inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Speed
A Half-Seawolf gains a swim speed equal to its base land speed plus 10 ft.
Armor Class
A Half-Seawolf’s natural armor bonus to AC increases by two.
Attack
A Half-Seawolf gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Seawolf retains this ability. A Half-Seawolf fighting without weapons uses its bite when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Seawolf fighting without weapons uses its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack.
Damage
Half-Seawolves have a bite attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Special Attack
A Half-Seawolf retains all the special attacks of the base creature and also gains the following attack.
Curse (Su)
Any animal, magical beast, or vermin bitten by a Half-Seawolf must make a Will save, DC 10 + ½ the Half-Seawolf’s racial HD + the Half-Seawolf’s Charisma modifier, or fall prey to a modified version of the Seawolf’s curse. On the night of the next new moon, it gains the Half-Seawolf template. The curse can be broken by a remove curse or break enchantment spell or effect, but the caster must succeed on a DC 15 caster level check.
Special Qualities
A Half-Seawolf retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Hold Breath (Ex)
A Half-Seawolf can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks drowning.
Abilities
Increase from the base creature as follows: Strength +2, Dexterity +4, Constitution +2, Wisdom +2, Charisma +2. A Half-Seawolf always has a Intelligence score of at least 3.
Skills
A Half-Seawolf has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Feats
A Half-Blink Dog gains Stealthy as a bonus feat.
Challenge Rating
Same as base creature +1
Alignment
Always Chaotic Neutral
Level Adjustment
Same as base creature +2.
Half-Unicorn
Half-Unicorns are given life by a union of a Unicorn and another creature, often an equestrian. They look much like their non-Unicorn parent, save for a pure white coat and the signature horn of the unicorn. Half-Unicorns posess the whole of the unicorn's noble spirit, though they are not as picky when it comes to who may ride them.
Creating A Half-Unicorn
Half-Unicorn is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Armor Class
A Half-Unicorn’s natural armor bonus to AC increases by three.
Attack
A Half-Unicorn gains a horn attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Unicorn retains this ability. A Half-Unicorn fighting without weapons uses its horn when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Unicorn fighting without weapons uses its horn when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its horn as a natural secondary attack.
Damage
Half-Unicorns have a horn attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Special Qualities
A Half-Unicorn retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Wild Empathy (Ex)
This power works like the druid’s wild empathy class feature, except that a Half-Unicorn has a +4 racial bonus on the check.
Spell-Like Abilities
A Half-Unicorn may use detect evil at will. It may also use cure light wounds three times a day and neutralize poison once per day. All caster levels are 5th. All save DC’s are Charisma based.
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +4, Constitution +4, Wisdom +4, Charisma +4. A Half-Unicorn always has a Intelligence score of at least 3.
Skills
A Half-Unicorn gets a +4 racial bonus on Move Silently checks.
Challenge Rating
Same as base creature +2
Alignment
Always Chaotic Good
Level Adjustment
Same as base creature +3.
Half-Worg
Half-Worgs are the feral spawn of Worgs and other creatures, mostly canines. They look like more brutish, feral versions of their non-Worg parents, and possess the Worg's savage manner in full.
Creating A Half-Worg
Half-Worg is an inherited template that can be added to any corporeal animal, vermin or magical beast (referred to hereafter as the base creature). At the DM’s discretion, it may be applied to any corporeal living creature.
Size and Type
Type changes to magical beast, and the base creature gains the augmented subtype. If the DM has allowed a creature of a type other than animal, vermin, or magical beast to have this template applied, the type remains unchanged.
Armor Class
A Half-Worg’ s natural armor bonus to AC increases by one.
Attack
A Half-Worg gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Worg retains this ability. A Half-Unicorn fighting without weapons uses its bite when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Worg fighting without weapons uses its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack.
Damage
Half-Worgs have a bite attack. If the base creature does not have this attack form, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater.
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Special Attack
A Half-Worg retains all the special attacks of the base creature and also gains the following attack.
Trip (Ex)
A Half-Worg that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Half-Worg.
Special Qualities
A Half-Worg retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Low-Light Vision
*Scent
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +2, Intelligence -4, Wisdom +2. A Half-Worg always has a Intelligence score of at least 3.
Skills
A Half-Worg gets a +1 racial bonus on all Hide, Listen, Move Silently, and Spot checks. It also has a +4 racial bonus on Survival checks made to track by scent.
Challenge Rating
Same as base creature +1
Alignment
Usually Neutral Evil
Level Adjustment
Same as base creature +2.