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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.

The Demented One
2006-07-30, 07:42 PM
Half-Bulette

Half-Bulettes, or Half-Landsharks, are the progeny of Bulettes and other creatures, often burrowing animals. Encased in a thick shell, these burrowers adapt the tactics of a landshark in stalking their prey.

Creating A Half-Bulette
Half-Bulette 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 aquatic and augmented 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.

Speed
A Half-Bulette gains a burrow speed equal to half its base land speed.

Armor Class
A Half-Bulette’s natural armor bonus to AC increases by six.

Attack
A Half-Bulette gains a bite attack, which is a natural weapon and two claw attacks. If the base creature can use weapons, the Half-Bulette retains this ability. A Half-Bulette 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-Bulette fighting without weapons uses its bite and claws 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 an arm free, it uses it to make a claw attack.

Damage
Half-Bulettes have bite and claw 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..............1d2
Diminutive...1d3
Tiny..............1d4
Small............1d6
Medium........1d8
Large............2d6
Huge.............2d8
Gargantuan...3d6
Colossal.......3d8

Claws
Size..............Damage
Fine..............2d2
Diminutive...2d2
Tiny..............2d3
Small............2d3
Medium........2d4
Large............2d4
Huge.............2d6
Gargantuan...2d6
Colossal.......2d8

Special Attacks
A Half-Bulette retains all the special attacks of the base creature and gains the following attacks.

Leap (Ex)
A Half-Bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, treating each as a primary natural weapon.

Special Qualities
A Half-Bulette retains all the special qualities of the base creature and also gains the following qualities.

*Darkvision 60 ft.
*Low-Light Vision
*Scent
*Tremorsense 30 ft.

Abilities
Increase from the base creature as follows: Strength +10, Dexterity +2, Constitution +6, Intelligence -6, Wisdom +2, Charisma -2. A Half-Bulette 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 +4.

Half-Dragonne

Half-Dragonnes are the pseudodraconic offspring of Dragonne and other animals, usually reptiles. Golden-scaled, winged, and draconic in nature, these beasts inherit the strength and roar of a dragonne.

Creating A Half-Dragonne
Half-Dragonne 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 aquatic and augmented 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.

Speed
A Half-Dragonne gains a fly speed equal to its base land speed, with poor maneuverability.

Armor Class
A Half-Dragonne’s natural armor bonus to AC increases by four.

Attack
A Half-Dragonne gains a bite attack, which is a primary natural weapon and two claw attacks. If the base creature can use weapons, the Half-Dragonne retains this ability. A Half-Dragonne 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-Dragonne fighting without weapons uses its bite and claws 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 an arm free, it uses it to make a claw attack.

Damage
Half-Dragonnes have bite and claw 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..............1d2
Diminutive...1d3
Tiny..............1d4
Small............1d6
Medium........1d8
Large............2d6
Huge.............2d8
Gargantuan...3d6
Colossal.......3d8

Claws
Size..............Damage
Fine..............1d2
Diminutive...2d2
Tiny..............2d2
Small............2d3
Medium........2d3
Large............2d4
Huge.............2d4
Gargantuan...2d6
Colossal.......2d6

Special Attacks
A Half-Dragonne retains all the special attacks of the base creature and gains the following attacks.

Pounce (Ex)
If a Half-Dragonne charges, it can make a full attack in the same round.

Roar (Su)
A Half-Dragonne can loose a devastating roar every 1d4 minutes. All creatures except Dragonnes and Half-Dragonnes within 30 feet must succeed on a Will save, DC 10 + ½ the Half-Dragonne’s racial HD + the Half-Dragonne’s Charisma modifier, or become fatigued. Those within 10 feet who fail their saves become exhausted.

Special Qualities
A Half-Dragonne 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 +6, Dexterity +2, Constitution +4, Intelligence -4, Wisdom +2, Charisma +2. A Half-Dragonne always has a Intelligence score of at least 3.

Skills
A Half-Dragonne gets a +4 racial bonus on Listen and Spot checks.

Challenge Rating
Same as base creature +1

Alignment
Usually Neutral Good

Level Adjustment
Same as base creature +3.

Half-Gorgon

Half-Gorgons are the progeny of Gorgons and other creatures, often bovine in nature. They resemble their non-Gorgon parent, but are covered in a thick, armor-like hide and sport a vicious pair of horns. Just like their magical parents, they are untamable and brutally aggresive.

Creating A Half-Gorgon
Half-Gorgon 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-Gorgon’s natural armor bonus to AC increases by five.

Attack
A Half-Gorgon gains a gore attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Gorgon retains this ability. A Half-Gorgon fighting without weapons uses a gore attack when making an attack action. When it has a weapon, it usually uses the weapon instead.

Full Attack
A Half-Gorgon fighting without weapons uses its gore attack when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its gore attack as a natural secondary attack.

Damage
Half-Gorgons have a gore 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 Attacks
A Half-Gorgon retains all the special attacks of the base creature and gains the following attacks.

Breath Weapon (Su)
Once a day, a Half-Gorgon may breathe out a 30 ft. cone of gas. A creature caught in the gas must make a Fortitude save, DC 10 + ½ the Half-Gorgon’s racial HD + the Half-Gorgon’s Constitution modifier, or be turned to stone for 1d6 hours, after which it automatically reverts to its true form.

Trample (Ex)
A Half-Gorgon has a trample attack, which deals damage equal to its gore attack plus one and a half times its Strength modifier. The DC of the save for half damage is 10 + ½ the Half-Gorgon’s racial HD + the Half-Gorgon’s Strength modifier.

Special Qualities
A Half-Gorgon 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, Constitution +4, Intelligence -6, Wisdom +2, Charisma -2. A Half-Gorgon 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-Kraken

Half-Krakens are the abyssal spawn of the great krakens and other creatures, mainly cephalopods. They have eight armlike appendages, though only the two longest are dextrous enough to hold objects or perform fine manipulation. Scaly and foul, these spawn of the depths are often worshipped by cults.

Creating A Half-Kraken
Half-Kraken 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 aquatic and augmented 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.

Speed
A Half-Kraken gains a swim speed equal to its base land speed.

Armor Class
A Half-Kraken’s natural armor bonus to AC increases by seven.

Attack
A Half-Kraken gains a bite attack, two tentacle attacks, which have a reach 40 ft. greater than the Half-Kraken’s normal reach, and six arm attacks, which have a reach 10 ft. greater than the Half-Kraken’s normal reach. The tentacles are primary natural weapons. If the base creature can use weapons, the Half-Kraken retains this ability. A Half-Kraken 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-Kraken fighting without weapons uses its bite, arms, and tentacles 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 any arms of tentacles free, it uses them to attack.

Damage
Half-Krakens have bite, arm, and tentacle 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..............1d4
Diminutive...1d6
Tiny..............1d8
Small............2d6
Medium........2d8
Large............3d6
Huge.............3d8
Gargantuan...4d6
Colossal.......4d8

Arms
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d2
Small............1d3
Medium........1d3
Large............1d4
Huge.............1d4
Gargantuan...1d6
Colossal.......1d6

Tentacles
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6

Special Attacks
A Half-Kraken retains all the special attacks of the base creature and gains the following attacks.

Improved Grab (Ex)
To use this ability, a Half-Kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex)
Whenever a Half-Kraken makes a successful grapple check, it deals damage equal to its tentacle damage plus its Strength modifier to the grappled creature.

Spell-Like Abilities
A Half-Kraken has spell-like abilities depending on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

HD......Abilities
1-5......Resist Energy
6-10....Dominate Animal
11-15..Control Winds
16-20..Control Weather

Special Qualities
A Half-Kraken retains all the special qualities of the base creature and also gains the following qualities.

*Darkvision 60 ft.
*Low-Light Vision
*Amphibious

Jet (Ex)
While in water, a Half-Kraken can jet backward once per round as a full-round action, at a speed of 5 times its swim speed. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Ink Cloud (Ex)
Once per day, while in water, a Half-Kraken can emit a cloud of jet-black ink in an 20-foot spread once per minute as a free action. The cloud provides total concealment. Creatures within the cloud are considered to be in darkness.

Abilities
Increase from the base creature as follows: Strength +16, Constitution +10, Intelligence +6, Wisdom +6, Charisma +6. A Half-Kraken always has a Intelligence score of at least 3.

Skills
A Half-Kraken 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.

Challenge Rating
Same as base creature +5

Alignment
Usually Neutral Evil

Level Adjustment
Same as base creature +8.

Half-Phase Spider

Half-Phase Spiders are the spawn of Phase Spiders and other creatures, often arachnids or scorpions. They look much like a stretched out, arachnid version of their non-Phase Spider parent, with a silver-blue carapace. They are, much like their planeshifting parents, predators, using poison and planar travel abilities inherited from the Phase Spiders.

Creating A Half-Phase Spider
Half-Phase Spider 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-Phase Spider gains a climb speed equal to half its base land speed.

Armor Class
A Half-Phase Spider’s natural armor bonus to AC increases by two.

Attack
A Half-Phase Spider gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Phase Spider retains this ability. A Half-Phase Spider 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-Phase Spider 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-Phase Spiders 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...1
Tiny..............1d2
Small............1d3
Medium........1d4
Large............1d6
Huge.............1d8
Gargantuan...2d6
Colossal.......2d8

Special Attacks
A Half-Phase Spider retains all the special attacks of the base creature and gains the following attacks.

Poison (Ex)
A Half-Phase Spider’s bite carries a potent poison. A creature hit by a Half-Phase Spider’s bite must make a Fortitude save, DC 10 + ½ the Half-Phase Spider’s racial HD + the Half-Phase Spider’s Constitution modifier, or succumb to its effects. Its initial and secondary damage are both 1d4 Con.

Special Qualities
A Half-Phase Spider retains all the special qualities of the base creature and also gains the following qualities.

*Darkvision 60 ft.
*Low-Light Vision

Ethereal Jaunt (Su)
Once per day, as a move action, a Half-Phase Spider may shift from the Ethereal Plane to the Material Plane or vice versa. It automatically returns after spending one round/racial HD on the other plane. Otherwise, this functions as the ethereal jaunt spell, with caster level equal to the Half-Phase Spider’s racial HD.

Abilities
Increase from the base creature as follows: Strength +4, Dexterity +4, Constitution +4, Intelligence -2, Wisdom +2. A Half-Phase Spider always has a Intelligence score of at least 3.

Skills
A Half-Phase Spider 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 +1

Alignment
Always Neutral

Level Adjustment
Same as base creature +3.

Half-Phoenix

Half-Phoenixes are the blessed children of a Phoenix and another creature, usually an avian. Seeming to be a great, fiery version of their non-Phoenix parent, these Half-Phoenixes possess the self-immolation power of a Phoenix, but lack its ability to rebirth itself through this fiery destruction.

Creating A Half-Phoenix
Half-Phoenix 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-Phoenix gains a fly speed equal to its base land speed, with average maneuverability.

Armor Class
A Half-Phoenix’s natural armor bonus to AC increases by three.

Attack
A Half-Phoenix gains a bite attack and two claw attacks. The claws are primary natural weapons. If the base creature can use weapons, the Half-Phoenix retains this ability. A Half-Phoenix 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-Phoenix 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-Phoenixes 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..............1d2
Diminutive...1d3
Tiny..............1d4
Small............1d6
Medium........1d8
Large............2d6
Huge.............2d8
Gargantuan...3d6
Colossal.......3d8

Claws
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............1d8
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6

Special Attacks
A Half-Phoenix retains all the special attacks of the base creature and also gains the following attacks.

Shriek (Su)
Once each ten minutes, as a standard action, a Half-Phoenix may shriek. All creatures within 30 ft. of it must make a Will save, DC 10 + ½ the Half-Phoenix’s racial HD + the Half-Phoenix’s Charisma modifier, or be slowed for 1 round. This is a sonic, mind-affecting effect.

Immolate (Su)
As a full-round action, a Half-Phoenix may immolate itself, releasing a cloud of fire 20 ft. high and 15 ft. in radius, centered on the Half-Phoenix. All creatures within the cloud take 1d6 points of damage per HD of the Half-Phoenix, with a Reflex save, DC 10 + ½ the Half-Phoenix’s racial HD + the Half-Phoenix’s Constitution modifier, for half damage. Half of this damage is fire damage, the other half is caused by divine power and is not subject to resistance. Immolating automatically kills the Half-Phoenix and destroys its corpse.

Spell-Like Abilities
A Half-Phoenix has spell-like abilities depending on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

HD......Abilities
1-2......Detect Evil at will, Detect Magic at will
3-4......Protection from Evil 3/day, Color Spray
5-6......Blindness
7-8......Remove Curse, Remove Fear
9-10....Wall of Fire
11-12..Heal
13-14..Find the Path
15-16..Dismissal
17-20..Incendiary Cloud

Special Qualities
A Half-Phoenix retains all the special qualities of the base creature and also gains the following qualities.

*Darkvision 60 ft.
*Low-Light Vision
*Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more)
*Spell resistance equal to creature’s HD + 10 (maximum 35).
*Telepathy 60 ft.
*Immunity to Fire
*Vulnerability to Cold

Defensive Aura (Su)
A Half-Phoenix gains a +1 deflection bonus to AC. This ability is always active.

Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +2, Intelligence +4, Wisdom +4, Charisma +2. A Half-Phoenix always has a Intelligence score of at least 3.

Challenge Rating
HD 4 or less, as base creature +3; HD 5 to 10, as base creature +4; HD 11 or more, as base creature +5

Alignment
Always Neutral Good

Level Adjustment
Same as base creature +8.

Half-Sphinx

Half-Sphinxes result from the union of a Sphinx of any breed and another creature, often avian or feline in nature. They retain the physical traits of their parent, along with the fusion of bird, cat, and human features that is a sphinx. In temperament, they are much like their sphinx parents–clever and kind if fathered by an Androsphinx, dull and ethos-less if the child of a Criosphinx, calm and witty if birthed by a Gynosphinx, or brutal and dumb if related to a Hieracosphinx.

Creating A Half-Sphinx
Half-Sphinx 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-Sphinx gains a fly speed equal to its base land speed, with poor manueverability.

Armor Class
A Half-Phase Spider’s natural armor bonus to AC increases by five.

Attack
A Half-Sphinx gains two claw attacks, which are primary natural weapons. If the base creature can use weapons, the Half-Sphinx retains this ability. A Half-Sphinx 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-Sphinx fighting without weapons uses its claws when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack. If it has a hand free, it uses it to make a claw attack.

Damage
Half-Sphinx have claw 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 Attacks
A Half-Sphinx retains all the special attacks of the base creature and gains the following attacks.

Pounce (Ex)
If a Half-Sphinx charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)
A Half-Sphinx that pounces onto a creature can make two rake attacks with its hind legs. Each deals damage equal to the Half-Sphinx’s claw damage plus one and a half times its Strength modifier.

Special Qualities
A Half-Sphinx retains all the special qualities of the base creature and also gains the following qualities.

*Darkvision 60 ft.
*Low-Light Vision

Abilities
A Half-Sphinx’s ability modifiers depend on what kind of sphinx it had as a parent. If it was an Androsphinx, increase from the base creature as follows: Strength +4, Constitution +4, Intelligence +2, Wisdom +2, Charisma +2. If it was a Criosphinx, increase from the base creature as follows: Strength +8, Constitution +6. If it was an Gynosphinx, increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +2, Intelligence +4, Wisdom +4, Charisma +4. If it was an Hieracosphinx, increase from the base creature as follows: Strength +6, Dexterity +4, Constitution +4, Intelligence -4,Wisdom +2. A Half-Sphinx always has a Intelligence score of at least 3.

Challenge Rating
Same as base creature +2

Alignment
Always Chaotic Evil, Chaotic Good, or Neutral, depending on parentage

Level Adjustment
Same as base creature +2.

Half-Tarrasque

The Tarrasque is a unique creature, one of a kind. While it does not mate with creatures during its brief period of activity, it does give birth to progeny of sorts. Whenever it digests a creature, it absorbs its genetic material. Once a decade, even as it hibernates, it excretes a pseudofetus, made from a combination of one creature's digested material and the Tarrasque's own. Only one in a hundred such pseudofetuses develop to maturity, but those that do are legends to rival their mother. Massive, all-devouring, and clad in a mighty carapace, these beasts, like their parent, devour all that comes in their way till their needs are satisfied. Granted, their needs are significantly less than those of the Tarrasque, but they are still far greater than those of most creatures. Upon the death of the Tarrasque, its regenerative properties go into overdrive, generating an organic, indestructible crystal. A Half-Tarrasque that ingests this crystal goes into a millenia-long transformation into a new Tarrasque.

Creating A Half-Tarrasque
Half-Bulette 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 aquatic and augmented 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. The creature’s size increases by two steps if it is tiny or smaller, and by one step if it is small or larger, to a maximum size of Colossal.
Armor Class
A Half-Tarrasque’s natural armor bonus to AC increases by fifteen.

Attack
A Half-Tarrasque gains a bite attack, which is a primary natural weapon, two horn attacks, two claw attacks, and a tail slap attack. If the base creature can use weapons, the Half-Bulette retains this ability. A Half-Tarrasque 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-Bulette fighting without weapons uses all its natural weapons when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite, horns, and tail slap as a natural secondary attack. If it has an arm free, it uses it to make a claw attack.

Damage
Half-Tarrasques have bite, horn, claw, and tail slap 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..............1d4
Diminutive...1d6
Tiny..............1d8
Small............2d6
Medium........2d8
Large............3d6
Huge.............3d8
Gargantuan...4d6
Colossal.......4d8

Claws
Size..............Damage
Fine..............1d4
Diminutive...1d6
Tiny..............1d6
Small............1d8
Medium........1d8
Large............1d10
Huge.............1d10
Gargantuan...1d12
Colossal.......1d12

Horns
Size..............Damage
Fine..............1d3
Diminutive...1d4
Tiny..............1d4
Small............1d6
Medium........1d6
Large............1d8
Huge.............1d8
Gargantuan...1d10
Colossal.......1d10

Tail Slap
Size..............Damage
Fine..............1d2
Diminutive...1d3
Tiny..............1d4
Small............1d6
Medium........1d8
Large............2d6
Huge.............2d8
Gargantuan...3d6
Colossal.......3d8

Special Attacks
A Half-Tarrasque retains all the special attacks of the base creature and gains the following attacks.

Augmented Critical (Ex)
A Half-Tarrasque’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Frightful Presence (Su)
A Half-Tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a Will save, DC 10 + ½ the Half-Tarrasque’s racial HD + the Half-Tarrasque’s Charisma modifier, or become shaken, remaining in that condition as long as they remain with 30 feet of the Half-Tarrasque.

Improved Grab (Ex)
To use this ability, a Half-Tarrasque must hit a creature at least two sizes smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round if it is large or larger.

Swallow Whole (Ex)
A large or larger Half-Tarrasque can try to swallow a grabbed opponent two sizes or more smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d8 points of crushing damage plus 2d8 points of acid damage per round from the Half-Tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the Half-Tarrasque’s digestive tract (AC 10 + ½ the Half-Tarrasque’s natural armor bonus). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Half-Tarrasque’s gullet can hold 2 creatures two sizes smaller than itself, 4 creatures three sizes smaller than itself, 8 creatures 4 sizes smaller than itself, and so on.

Special Qualities
A Half-Tarrasque retains all the special qualities of the base creature and also gains the following qualities.

*Darkvision 60 ft.
*Low-Light Vision
*Scent
*Damage reduction: 5/magic (if HD 11 or less), 10/magic (if HD 12 or more), 15/magic (if HD 22 or more), or 15/epic (if HD 33 or more)
*Immunity to fire, poison, disease, energy drain, and ability damage
*Spell resistance equal to creature’s HD + 10 (maximum 35).

Carapace (Ex)
A Half-Tarrasque’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 10% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.

Regeneration (Ex)
A Half-Tarrasque regenerates a certain number of hit points each round, depending on its HD. It regenerates 5 hp per round if it has 11 or less HD, 10 hp per round if it has 12 or more HD, 20 hp per round if it has 22 or more HD, and 40 hp per round if it has 33 HD or more. If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump. Only magic weapons deal normal damage to a Half-Tarrasque. If it has 33 or more HD, only epic weapons damage it normally.

Abilities
Increase from the base creature as follows: Strength +16, Dexterity +4, Constitution +10, Intelligence -6, Wisdom +2, Charisma +2. A Half-Tarrasque always has a Intelligence score of at least 3.

Skills
A Half-Tarrasque has a +4 racial bonus on all Listen and Spot checks.

Challenge Rating
HD 11 or less, as base creature +3; HD 12 to 21, as base creature +5; HD 22 to 32, +7, HD 33 or more, +10.

Alignment
Always Neutral

Level Adjustment
Same as base creature +14.

Fax Celestis
2006-07-30, 07:48 PM
Sweet. Half-Worg and Half-Basilisk templates...and the Half-Seawolf and Half-Blink Dog templates look pretty nice too.

May have to make some Worg baddies using those.

EDIT: Of course!

And would you be good enough to make a Half-Dromite template? Doesn't quite fit here, but it's something I've got rolling around my brain.

The Demented One
2006-07-30, 07:51 PM
Sweet. Half-Worg and Half-Basilisk templates...and the Half-Seawolf and Half-Blink Dog templates look pretty nice too.

May have to make some Worg baddies using those.

EDIT: Of course!

And would you be good enough to make a Half-Dromite template? Doesn't quite fit here, but it's something I've got rolling around my brain.
Sure, I'll PM it to you.

The Demented One
2006-07-30, 09:39 PM
Bump for some new templates, and to come up on top of the newly transferred posts.

ghost_warlock
2006-07-31, 12:34 PM
I can definitely see myself using the half-displacer beast (I've got a thing for tentacles). And the half-worg is rather timely... :)

Other than that, I would like to commend you on your obviously hard work and effort! Kudos!

Now, any chance of seeing a half-aberrations thread? Half-umber hulk, half-beholder, half-thought eater, um, half-elan...? And, for that matter, where's the half-puppeteer - it's a magical beast! :P

The Demented One
2006-07-31, 02:32 PM
I can definitely see myself using the half-displacer beast (I've got a thing for tentacles). And the half-worg is rather timely... :)

Other than that, I would like to commend you on your obviously hard work and effort! Kudos!

Now, any chance of seeing a half-aberrations thread? Half-umber hulk, half-beholder, half-thought eater, um, half-elan...? And, for that matter, where's the half-puppeteer - it's a magical beast! :P

Yo. (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11543707 46;start=0#0)

Fizban
2006-07-31, 08:31 PM
I like the half-pheonix, but why the huge LA?, seems more in the power line of a half-fiend or celestial, as you probly based it off of....

chaiyo
2006-08-01, 08:13 PM
This is a thread of genius templates. However, I seem to have found a lapse of genius:


Lesser Displacement (Su)
A Half-Displacer Beast’s form appears slightly displaced. It has a 20% miss chance. True seeing overcomes this, but not true seeing.


Emphasis mine, obviously. I can not help but to use a smiley. ;D

The Demented One
2006-08-01, 08:32 PM
This is a thread of genius templates. However, I seem to have found a lapse of genius:


Emphasis mine, obviously. I can not help but to use a smiley. ;D
Nothing to see here, move along.