The Demented One
2006-07-31, 02:32 PM
Half-Beholder
Though few creatures are sexually compatible with Beholders, the fleshgrafting Daelkyr have developed ways of implanting a Beholder’s genetic material into a growing embryo, resulting in a Half-Beholder. Half-Beholders all have a third eye in the middle of their forehead, a debased form of the Beholder’s antimagic eye, and some have eyestalks growing from their brows. Half-Beholders, like their parents, are quick to despise all they see–and they see very, very much.
Creating A Half-Beholder
Half-Beholder is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the augmented subtype.
Armor Class
A Half-Beholder’s natural armor bonus to AC increases by seven.
Attack
A Half-Beholder gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Beholder retains this ability. A Half-Beholder 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-Beholder 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-Beholders have bite 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.
Bite
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............2d4
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Special Attacks
A Half-Beholder retains all the special attacks of the base creature and gains the following attacks.
Dispelling Eye (Su)
All Half-Beholder’s have a third eye in the center of their forehead. Once per day, they may use it to attempt to dispel magic within a 30 ft. cone centered on them. Otherwise, this functions as an area greater dispel magic, with caster level equal to the Half-Beholder’s hit dice.
Eye Rays (Su)
Half-Beholders with 3 or more HD have eye stalks growing from their head–one per 2 HD beyond the second, rounded up. Each eye stalk allows the use of a certain eye ray, which functions just as a Beholder’s eye rays do. Unless noted, each ray can be used once a day. Each ray’s save DC is Charisma based, and the effective caster level of each ray equals the Half-Beholder’s hit dice.
HD.......Abilities
1-2.......None
3-4.......Charm Person 3/day
4-6.......Sleep at will
7-8.......Slow
9-10.....Inflict Moderate Wounds 3/day
11-12...Fear
13-14...Charm Monster
15-16...Telekinesis
17-18...Flesh to Stone
19-20...Finger of Death
Special Qualities
A Half-Beholder retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
All-Around Vision (Ex)
A Half-Beholder with at least one eye stalk cannot be flanked.
Abilities
Increase from the base creature as follows: Dexterity +2, Constitution +4, Intelligence +4, Wisdom +2, Charisma +2. A Half-Beholder always has a Intelligence score of at least 3.
Skills
A Half-Beholder gains a +4 racial bonus on Spot and Search checks.
Feats
A Half-Beholder gains Alertness as a bonus feat.
Challenge Rating
1-10 HD, same as base creature +1, 11-15 HD, same as base creature +2, 16 or more HD, same as base creature +3
Alignment
Usually Lawful Evil
Level Adjustment
Same as base creature +4.
Half-Choker
While murder is the driving motion behind most of what a Choker does, they are not above rape. On occasion, they will rape, rather than kill a victim–they seem to have a sick preference for halflings–and allow it to escape. Their half-blood children gestate with great speed, some being born in under a month. Half-Chokers look much like their non-aberrant parents, but their arms are replaced with limblike tentacles, which serve as natural weapons and grasping tools.
Creating A Half-Choker
Half-Choker is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the augmented subtype.
Speed
A Half-Choker gains a climb speed equal to half its base land speed.
Armor Class
A Half-Choker’s natural armor bonus to AC increases by two.
Attack
A Half-Choker gains two tentacles, which are primary natural weapons and have a reach 5 ft. greater than the Half-Choker’s normal reach. If the base creature can use weapons, the Half-Choker retains this ability. A Half-Choker 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-Choker 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. If it has a tentacle free, it uses it to attack.
Damage
Half-Chokers 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 Attacks
A Half-Choker retains all the special attacks of the base creature and gains the following attacks.
Constrict (Ex)
Whenever a Half-Choker successfully grapples a creature, it deals damage equal to its tentacle damage plus its strength modifier. Because it seizes its victim by the neck, a creature in a Half-Choker’s grasp cannot speak or cast spells with verbal components.
Improved Grab (Ex)
To use this ability, a Half-Choker must hit an opponent two sizes larger than itself or smaller with a 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. Half-Chokers receive a +2 racial bonus on grapple checks.
Special Qualities
A Half-Choker retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
Lesser Quickness
Once per day, a Half-Choker can take an extra standard or move action in a round. It is dazed until the beginning of its next round after the action.
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +2, Intelligence -4, Wisdom +2, Charisma -2. A Half-Choker always has a Intelligence score of at least 3.
Skills
A Half-Choker has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Feats
A Half-Choker gains Improved Initiative as a bonus feat.
Challenge Rating
Same as base creature +1
Alignment
Usually Chaotic Evil
Level Adjustment
Same as base creature +3
Half-Chuul
Half-Chuuls are the results of interbreeding between the aberrant Chuuls and other creatures, often unfortunate sahuagin or sea elves. Half-Chuuls, while lacking their parent’s strong mandibles, retain the numbing tentacles, crushing claws, thick exoskeleton, and pure malevolence of the Chuuls.
Creating A Half-Chuul
Half-Chuul is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the aquatic and augmented subtypes.
Speed
A Half-Chuul gains a swim speed equal to its base land speed.
Armor Class
A Half-Chuul’s natural armor bonus to AC increases by five.
Attack
A Half-Chuul gains two claws, which are primary natural weapons. If the base creature can use weapons, the Half-Chuul retains this ability. A Half-Chuul 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-Chuul 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 an arm free, it uses it to make a claw attack.
Damage
Half-Chuuls 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..............1d2
Diminutive...1d3
Tiny..............1d4
Small............1d6
Medium........1d8
Large............2d6
Huge.............2d8
Gargantuan...3d6
Colossal.......3d8
Special Attacks
A Half-Chuul retains all the special attacks of the base creature and gains the following attacks.
Improved Grab (Ex)
To use this ability, a Half-Chuul must hit an opponent with a claw 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-Chuul successfully grapples a creature, it deals damage equal to its claw damage plus its strength modifier.
Paralytic Tentacles (Ex)
A Half-Chuul can transfer grabbed victims from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a Fortitude save, DC 10 + ½ the Half-Chuul’s racial HD + the Half-Chuul’s Constitution modifier, each round on the Half-Chuul’s turn, or be paralyzed for 1d4 rounds.
Special Qualities
A Half-Chuul retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Amphibious
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +4, Wisdom +2, Charisma -4. A Half-Chuul always has a Intelligence score of at least 3.
Skills
A Half-Chuul 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 +1
Alignment
Usually Chaotic Evil
Level Adjustment
Same as base creature +4
Half-Daelkyr
Unlike the symbiont-spawned Daelkyr Halfbloods, a Half-Daelkyr is the literal child of one of the infamous fleshshapers of Xoriat. Though they look no different from a normal creature of their kind, they bear amazing powers over flesh and mind, and the memories of all their Daelkyr ancestors. The few Half-Daelkyr alive are the perfect sleeper agents for their mind-wracked masters.
Creating A Half-Daelkyr
Half-Daelkyr is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the augmented and evil subtypes.
Armor Class
A Half-Daelkyr’s natural armor bonus to AC increases by six.
Attack
A Half-Daelkyr gains a slam attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Daelkyr retains this ability. A Half-Daelkyr fighting without weapons uses a slam when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Daelkyr without weapons uses its slam when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack. If it has an arm free, it uses it to make a slam attack.
Damage
Half-Daelkyrs have a slam 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..............1d2
Small............1d3
Medium........1d3
Large............1d4
Huge.............1d4
Gargantuan...1d6
Colossal.......1d6
Special Attacks
A Half-Daelkyr retains all the special attacks of the base creature and gains the following attacks.
Lesser Aura of Madness (Su)
Three times per day as a standard action, a Half-Daelkyr can trigger a 20-ft radius burst centered on itself. Any other creatures in the area must succeed on a Will save, DC 10 + ½ the Half-Daelkyr’s racial HD + the Half-Daelkyr’s Charisma modifier, or be affected as though by a confusion spell (caster level equal to the Half-Daelkyr’s HD). A creature that successfully saves cannot be affected by that Half-Daelkyr’s aura of madness again for 24 hours. This is a mind-affecting compulsion effect.
Lesser Corrupting Touch (Su)
On a successful touch attack, grapple check, or unarmed strike, a Half-Daelkyr deals 1d3 points of ability damage to an ability of its choice. The creature may attempt a Fortitude save, DC 10 + ½ the Half-Daelkyr’s racial HD + the Half-Daelkyr’s Constitution modifier, to negate this damage.
Spell-Like Abilities
A Half-Daelkyr 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......Lesser Confusion 3/day
3-4......Haste, Slow
5-6......Confusion
7-8......Polymorph
9-10....Dimension Door 3/day
11-12..Baleful Polymorph
13-14..Flesh to Stone, Stone to Flesh
15-16..Insanity
17-20..Polymorph Any Object
Special Qualities
A Half-Daelkyr retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*DR 5/magic (If HD is 6 or less), DR 10/magic (If HD is 11 or more), DR 10/byeshk or good (If HD is 16 or more)
*Spell Resistance 10 + the Half-Daelkyr’s HD.
*Fast Healing 1 (If HD is 6 or less), Fast Healing 3 (If HD is 11 or more), Fast Healing 5 (If HD is 16 or more)
*A Half-Daelkyr gets a +4 resistance bonus on all saves against disease, poison, ability damage, transmutation, and mind-affecting spells and abilities.
Alien Mind (Ex)
Any creature attempting to read a Half-Daelkyr’s thoughts must make a Will save, DC 10 + ½ the Half-Daelkyr’s racial HD + the Half-Daelkyr’s Charisma modifier, or suffer the effects of the confusion spell, with caster level equal to the Half-Daelkyr’s racial HD.
Racial Memory (Ex)
A Half-Daelkyr gets a +10 racial bonus on all Knowledge checks concerning the Daelkyr, Xoriat, or creations of the Daelkyr.
Symbiont Mastery (Ex)
A Half-Daelkyr maintains full control over the abilities of any symbiont attached to it and can attach or detach a symbiont as a full-round action. It can power a symbiont’s ability by substituting 5 hp for 1 point of ability damage.
Abilities
Increase from the base creature as follows: Strength +6, Dexterity +6, Constitution +6, Intelligence +6, Wisdom +6, Charisma +6. A Half-Daelkyr always has a Intelligence score of at least 3.
Challenge Rating
5 or less HD, same as base creature +3, 11 or more HD, same as base creature +5, 16 or more HD, same as base creature +7
Alignment
Always Neutral Evil
Level Adjustment
Same as base creature +10
Half-Elan
While the process of becoming an immortal Elan is unique to humans, other psionic humanoids have adapted it for their own use, allowing them to become Half-Elans. Half-Elans, like their human-descended kin, have their memories deleted and begin life anew, but they possess less of an Elan’s psionic power and more of their past race’s abilities. In addition, becoming a Half-Elan, unlike becoming an Elan, can be mentally scarring, leaving most Half-Elans at least slightly “unbalanced.”
Creating A Half-Elan
Half-Elan is an inherited template that can be added to any corporeal, living humanoid or monstrous humanoid, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the augmented and psionic subtypes.
Special Attacks
A Half-Elan retains all the special attacks of the base creature.
Special Qualities
A Half-Elan retains all the special qualities of the base creature and also gains the following qualities.
*Naturally Psionic: A Half-Elan gains 1 bonus power point at first level
Extended Lifespan (Ex)
While Half-Elans age and die normally, their maximum age is twice that of the base creature.
In addition, all Half-Elans have one of the three following special qualities.
Resistance (Su)
As an immediate action, a Half-Elan with this quality can spend 1 power point to gain a +2 racial bonus on saving throws until the beginning of her next action.
Resilience (Su)
As an immediate action, a Half-Elan with this special quality can reduce any damage he is about to take by 1 hit point for every 1 power point he spends.
Repletion (Su):
If a Half-Elan with this special quality spends 1 power point, he does not need to eat or drink for 24 hours.
Abilities
Decrease from the base creature as follows: Wisdom -2, Charisma -2.
Challenge Rating
Same as base creature
Level Adjustment
Same as base creature
Half-Moonbeast
Half-Moonbeasts are creatures born when a pregnant creature ingests a moonstone, becoming what is known as a Moonmother. Moonbeasts will not attack the Moonmother, rather guarding her at all cost. The child within the Moonmother’s womb twins–one twin becomes a Moonbeast, the other a Half-Moonbeast. In the afterbirth of the twins birthing, a moonstone, linked to the newborn aberration, is born. The Moonbeast flies away after birth, to begin hibernation, while the Half-Moonbeast instinctively guards its twin’s stone. A Half-Moonbeast is not hunted down for possessing a moonstone, nor does it become obsessed by the stone. A Half-Moonbeast resembles its mother’s race, but it is completely hairless, and is covered in writhing tentacles and baleful eyes.
Creating A Half-Moonbeast
Half-Daelkyr is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the augmented subtype.
Speed
A Half-Moonbeast gains a climb speed equal to half its base land speed.
Armor Class
A Half-Moonbeast’s natural armor bonus to AC increases by three.
Attack
A Half-Moonbeast gains a number of tentacles equal to one plus ½ its racial HD. They are primary natural weapons, and have a reach 5 ft. greater than the normal reach of the Half-Moonbeast. If the base creature can use weapons, the Half-Moonbeast retains this ability. A Half-Moonbeast 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-Moonbeast 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 secondary natural attacks.
Damage
Half-Moonbeasts 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..............1d6
Diminutive...1d8
Tiny..............2d6
Small............2d8
Medium........3d6
Large............3d8
Huge.............4d6
Gargantuan...4d8
Colossal.......5d6
Special Attacks
A Half-Moonbeast retains all the special attacks of the base creature and gains the following attacks.
Constrict (Ex)
Whenever a Half-Moonbeast successfully grapples a creature, it deals damage equal to its tentacle damage plus its strength modifier.
Improved Grab (Ex)
To use this ability, a Half-Moonbeast must hit an opponent with a 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.
Fear Aura (Su)
Once per day, as a standard action, a Half-Moonbeast may create a 20 ft. radius aura of fear, cenetered on itself. The aura persists for 1 round per racial HD of the Half-Moonbeast. Any creature within the radius of the aura that fails a Will save, DC 10 + ½ the Half-Moonbeast’s racial HD + the Half-Moonbeast’s Charisma modifier, becomes paralyzed for 1d3 rounds. A creature that successfully saves against the aura becomes immune to it for 24 hours. This is a mind-affecting, fear effect.
Spell-Like Abilities
A Half-Moonbeast 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......Fog Cloud
3-4......Dispel Magic
5-6......Mirror Image 3/day
7-8......Black Tentacles
9-10....Improved Invisibility
11-12..Cloudkill
13-14..Disintegrate
15-16..Chain Lightning
17-20..Summon Monster VI 3/day
Special Qualities
A Half-Moonbeast retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*SR 10 plus the Half-Moonbeast’s HD (Maximum 35).
All-Around Vision (Ex)
A Half-Moonbeast gets a +4 racial bonus on Search and Spot checks, and cannot be flanked.
Abilities
Increase from the base creature as follows: Strength +10, Dexterity +2, Constitution +4, Intelligence -2, Wisdom -2, Charisma +4. A Half-Moonbeast always has a Intelligence score of at least 3.
Skills
A Half-Moonbeast has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Challenge Rating
5 or less HD, same as base creature +3, 11 or more HD, same as base creature +4, 16 or more HD, same as base creature +5
Alignment
Always Chaotic Evil
Level Adjustment
Same as base creature +7
Half-Naga
Half-Nagas are born from the strange union of a naga and another creature. They have a long, snake-like lower body, much like a naga, but retain a fully-formed torso and limbs. Half-Nagas can be just as noble as a Guardian Naga or as wicked as a Dark Naga–the choice is theirs.
Creating A Half-Chuul
Half-Naga is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the augmented subtype. If they had a Water Naga as their parent, they gain the aquatic subtype.
Speed
A Half-Naga’s base land speed increases by 10 ft. If they had a Water Naga as their parent, they instead gain a swim speed equal to their base land speed.
Armor Class
A Half-Naga’s natural armor bonus to AC increases by three.
Attack
A Half-Naga gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Naga retains this ability. A Half-Naga 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-Naga 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 secondary natural attack.
Damage
Half-Nagas have bite 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..............1d2
Diminutive...1d3
Tiny..............1d4
Small............1d6
Medium........1d8
Large............2d6
Huge.............2d8
Gargantuan...3d6
Colossal.......3d8
Special Attacks
A Half-Naga retains all the special attacks of the base creature and gains the following attacks.
Poison (Ex)
A Half-Naga’s bite carries a potent venom. A creature bitten by a Half-Naga must make a Fortitude save, DC 10 + ½ the Half-Naga’s racial HD + the Half-Naga’s Constitution modifier, or suffer its effects. Its initial and secondary damage are both 1d6 Con.
Special Qualities
A Half-Naga retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Amphibious (If Half-Water Naga)
Abilities
If the Half-Naga had a Dark Naga parent, increase from the base creature as follows: Strength +2, Dexterity +2, Constitution +2, Intelligence +4, Wisdom +2, Charisma +4. If the Half-Naga had a Guardian Naga parent, increase from the base creature as follows: Strength +4, Constitution +4, Wisdom +4, Charisma +4. If the Half-Naga had a Spirit Naga parent, increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +4, Intelligence +2, Wisdom +2, Charisma +2. If the Half-Naga had a Water Naga parent, increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +4, Wisdom +4, Charisma +2. A Half-Naga always has a Intelligence score of at least 3.
Skills
A Half-Naga with a Water Naga parent 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-Naga gains Eschew Materials as a bonus feat.
Challenge Rating
Same as base creature +1
Level Adjustment
Same as base creature +3
Half-Otyugh
Half-Otyughs are not the results of normal intercourse. Rather, when a pregnant creature contracts filth fever from one of the aberrations, there is a chance the fever might corrupt the embryo, causing it to become a Half-Otyugh. Half-Otyughs look much like their non-aberrant parent, but their skin has the same coloration as an Otyughs, and two baleful tentacles grow from their backs.
Creating A Half-Otygh
Half-Otyugh is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the augmented subtype.
Armor Class
A Half-Otyugh’s natural armor bonus to AC increases by four.
Attack
A Half-Otyugh gains two tentacles, which have a reach 5 ft. greater than the Half-Otyugh’s normal reach and are primary natural weapons, and a bite attack. If the base creature can use weapons, the Half-Otyugh retains this ability. A Half-Otyugh 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-Otyugh fighting without weapons uses its tentacles bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its tentacles and bite as secondary natural attacks.
Damage
Half-Otyughs have bite 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..............1d2
Diminutive...1d2
Tiny..............1d3
Small............1d3
Medium........1d4
Large............1d4
Huge.............1d6
Gargantuan...1d6
Colossal.......1d8
Tentacle
Size..............Damage
Fine..............1
Diminutive...1
Tiny..............1d2
Small............1d3
Medium........1d4
Large............1d6
Huge.............1d8
Gargantuan...2d6
Colossal.......2d8
Special Attacks
A Half-Otyugh retains all the special attacks of the base creature and gains the following attacks.
Filth Fever (Ex)
A creature bitten by a Half-Otyugh must make a Fortitude save, DC 10 + ½ the Half-Otyugh’s racial HD + the Half-Otyugh’s Constitution modifier, or contract filth fever.
Improved Grab (Ex)
To use this ability, a Half-Otyugh must hit an opponent with a 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-Otyugh successfully grapples a creature, it deals damage equal to its tentacle damage plus its strength modifier.
Special Qualities
A Half-Otyugh retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Scent
Abilities
Increase from the base creature as follows: Constitution +2, Intelligence -4, Wisdom +2, Charisma -4. A Half-Otyugh always has a Intelligence score of at least 3.
Challenge Rating
Same as base creature +1
Level Adjustment
Same as base creature +2
Half-Wisp
In the swampy lands where marsh gas pervades the air, a woman will occasionally give birth to a child with what is ignorantly known as “the fey look”–faintly luminous skin, a talent for not being seen, an electric crackle in the eyes. Such children are not, as the locals believed, changeling spawn of swamp fey, but rather normal children who have felt the touch of a will-o’-the-wisp within a few days of being born.
Creating A Half-Wisp
Half-Wisp is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the air and augmented subtypes.
Special Attacks
A Half-Wisp retains all the special attacks of the base creature and gains the following attacks.
Shocking Touch (Su)
As a standard action, a Half-Wisp may make a touch attack. Any creature hit by the attack takes 1d6 points of electricity damage.
Special Qualities
A Half-Wisp retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Spell Resistance 10 plus the Half-Wisp’s racial HD.
Float (Su)
A Half-Wisp may, as a standard action, rise off the ground. It may cease floating as a swift action. It may float in this manner for 1 minute per HD each day. Otherwise, this functions as a levitate spell, caster level equal to the Half-Wisp’s HD.
Invisibility (Su)
A Half-Wisp may, as a standard action, become invisible. It may cease doing so as a swift action. It may spend one round per HD each day invisible. Otherwise, this functions as a greater invisibility spell, caster level equal to the Half-Wisp’s HD.
Abilities
Increase from the base creature as follows: Strength -4, Dexterity +6, Intelligence +2, Wisdom +2, Charisma +2. A Half-Wisp always has a Intelligence score of at least 3.
Feats
A Half-Wisp gains Weapon Finesse as a bonus feat.
Challenge Rating
Same as base creature +1
Alignment
Usually Chaotic Evil
Level Adjustment
Same as base creature +2
Though few creatures are sexually compatible with Beholders, the fleshgrafting Daelkyr have developed ways of implanting a Beholder’s genetic material into a growing embryo, resulting in a Half-Beholder. Half-Beholders all have a third eye in the middle of their forehead, a debased form of the Beholder’s antimagic eye, and some have eyestalks growing from their brows. Half-Beholders, like their parents, are quick to despise all they see–and they see very, very much.
Creating A Half-Beholder
Half-Beholder is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the augmented subtype.
Armor Class
A Half-Beholder’s natural armor bonus to AC increases by seven.
Attack
A Half-Beholder gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Beholder retains this ability. A Half-Beholder 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-Beholder 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-Beholders have bite 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.
Bite
Size..............Damage
Fine..............1
Diminutive...1d2
Tiny..............1d3
Small............1d4
Medium........1d6
Large............2d4
Huge.............2d6
Gargantuan...2d8
Colossal.......3d6
Special Attacks
A Half-Beholder retains all the special attacks of the base creature and gains the following attacks.
Dispelling Eye (Su)
All Half-Beholder’s have a third eye in the center of their forehead. Once per day, they may use it to attempt to dispel magic within a 30 ft. cone centered on them. Otherwise, this functions as an area greater dispel magic, with caster level equal to the Half-Beholder’s hit dice.
Eye Rays (Su)
Half-Beholders with 3 or more HD have eye stalks growing from their head–one per 2 HD beyond the second, rounded up. Each eye stalk allows the use of a certain eye ray, which functions just as a Beholder’s eye rays do. Unless noted, each ray can be used once a day. Each ray’s save DC is Charisma based, and the effective caster level of each ray equals the Half-Beholder’s hit dice.
HD.......Abilities
1-2.......None
3-4.......Charm Person 3/day
4-6.......Sleep at will
7-8.......Slow
9-10.....Inflict Moderate Wounds 3/day
11-12...Fear
13-14...Charm Monster
15-16...Telekinesis
17-18...Flesh to Stone
19-20...Finger of Death
Special Qualities
A Half-Beholder retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
All-Around Vision (Ex)
A Half-Beholder with at least one eye stalk cannot be flanked.
Abilities
Increase from the base creature as follows: Dexterity +2, Constitution +4, Intelligence +4, Wisdom +2, Charisma +2. A Half-Beholder always has a Intelligence score of at least 3.
Skills
A Half-Beholder gains a +4 racial bonus on Spot and Search checks.
Feats
A Half-Beholder gains Alertness as a bonus feat.
Challenge Rating
1-10 HD, same as base creature +1, 11-15 HD, same as base creature +2, 16 or more HD, same as base creature +3
Alignment
Usually Lawful Evil
Level Adjustment
Same as base creature +4.
Half-Choker
While murder is the driving motion behind most of what a Choker does, they are not above rape. On occasion, they will rape, rather than kill a victim–they seem to have a sick preference for halflings–and allow it to escape. Their half-blood children gestate with great speed, some being born in under a month. Half-Chokers look much like their non-aberrant parents, but their arms are replaced with limblike tentacles, which serve as natural weapons and grasping tools.
Creating A Half-Choker
Half-Choker is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the augmented subtype.
Speed
A Half-Choker gains a climb speed equal to half its base land speed.
Armor Class
A Half-Choker’s natural armor bonus to AC increases by two.
Attack
A Half-Choker gains two tentacles, which are primary natural weapons and have a reach 5 ft. greater than the Half-Choker’s normal reach. If the base creature can use weapons, the Half-Choker retains this ability. A Half-Choker 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-Choker 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. If it has a tentacle free, it uses it to attack.
Damage
Half-Chokers 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 Attacks
A Half-Choker retains all the special attacks of the base creature and gains the following attacks.
Constrict (Ex)
Whenever a Half-Choker successfully grapples a creature, it deals damage equal to its tentacle damage plus its strength modifier. Because it seizes its victim by the neck, a creature in a Half-Choker’s grasp cannot speak or cast spells with verbal components.
Improved Grab (Ex)
To use this ability, a Half-Choker must hit an opponent two sizes larger than itself or smaller with a 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. Half-Chokers receive a +2 racial bonus on grapple checks.
Special Qualities
A Half-Choker retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
Lesser Quickness
Once per day, a Half-Choker can take an extra standard or move action in a round. It is dazed until the beginning of its next round after the action.
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +2, Intelligence -4, Wisdom +2, Charisma -2. A Half-Choker always has a Intelligence score of at least 3.
Skills
A Half-Choker has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Feats
A Half-Choker gains Improved Initiative as a bonus feat.
Challenge Rating
Same as base creature +1
Alignment
Usually Chaotic Evil
Level Adjustment
Same as base creature +3
Half-Chuul
Half-Chuuls are the results of interbreeding between the aberrant Chuuls and other creatures, often unfortunate sahuagin or sea elves. Half-Chuuls, while lacking their parent’s strong mandibles, retain the numbing tentacles, crushing claws, thick exoskeleton, and pure malevolence of the Chuuls.
Creating A Half-Chuul
Half-Chuul is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the aquatic and augmented subtypes.
Speed
A Half-Chuul gains a swim speed equal to its base land speed.
Armor Class
A Half-Chuul’s natural armor bonus to AC increases by five.
Attack
A Half-Chuul gains two claws, which are primary natural weapons. If the base creature can use weapons, the Half-Chuul retains this ability. A Half-Chuul 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-Chuul 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 an arm free, it uses it to make a claw attack.
Damage
Half-Chuuls 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..............1d2
Diminutive...1d3
Tiny..............1d4
Small............1d6
Medium........1d8
Large............2d6
Huge.............2d8
Gargantuan...3d6
Colossal.......3d8
Special Attacks
A Half-Chuul retains all the special attacks of the base creature and gains the following attacks.
Improved Grab (Ex)
To use this ability, a Half-Chuul must hit an opponent with a claw 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-Chuul successfully grapples a creature, it deals damage equal to its claw damage plus its strength modifier.
Paralytic Tentacles (Ex)
A Half-Chuul can transfer grabbed victims from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a Fortitude save, DC 10 + ½ the Half-Chuul’s racial HD + the Half-Chuul’s Constitution modifier, each round on the Half-Chuul’s turn, or be paralyzed for 1d4 rounds.
Special Qualities
A Half-Chuul retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Amphibious
Abilities
Increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +4, Wisdom +2, Charisma -4. A Half-Chuul always has a Intelligence score of at least 3.
Skills
A Half-Chuul 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 +1
Alignment
Usually Chaotic Evil
Level Adjustment
Same as base creature +4
Half-Daelkyr
Unlike the symbiont-spawned Daelkyr Halfbloods, a Half-Daelkyr is the literal child of one of the infamous fleshshapers of Xoriat. Though they look no different from a normal creature of their kind, they bear amazing powers over flesh and mind, and the memories of all their Daelkyr ancestors. The few Half-Daelkyr alive are the perfect sleeper agents for their mind-wracked masters.
Creating A Half-Daelkyr
Half-Daelkyr is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the augmented and evil subtypes.
Armor Class
A Half-Daelkyr’s natural armor bonus to AC increases by six.
Attack
A Half-Daelkyr gains a slam attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Daelkyr retains this ability. A Half-Daelkyr fighting without weapons uses a slam when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack
A Half-Daelkyr without weapons uses its slam when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack. If it has an arm free, it uses it to make a slam attack.
Damage
Half-Daelkyrs have a slam 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..............1d2
Small............1d3
Medium........1d3
Large............1d4
Huge.............1d4
Gargantuan...1d6
Colossal.......1d6
Special Attacks
A Half-Daelkyr retains all the special attacks of the base creature and gains the following attacks.
Lesser Aura of Madness (Su)
Three times per day as a standard action, a Half-Daelkyr can trigger a 20-ft radius burst centered on itself. Any other creatures in the area must succeed on a Will save, DC 10 + ½ the Half-Daelkyr’s racial HD + the Half-Daelkyr’s Charisma modifier, or be affected as though by a confusion spell (caster level equal to the Half-Daelkyr’s HD). A creature that successfully saves cannot be affected by that Half-Daelkyr’s aura of madness again for 24 hours. This is a mind-affecting compulsion effect.
Lesser Corrupting Touch (Su)
On a successful touch attack, grapple check, or unarmed strike, a Half-Daelkyr deals 1d3 points of ability damage to an ability of its choice. The creature may attempt a Fortitude save, DC 10 + ½ the Half-Daelkyr’s racial HD + the Half-Daelkyr’s Constitution modifier, to negate this damage.
Spell-Like Abilities
A Half-Daelkyr 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......Lesser Confusion 3/day
3-4......Haste, Slow
5-6......Confusion
7-8......Polymorph
9-10....Dimension Door 3/day
11-12..Baleful Polymorph
13-14..Flesh to Stone, Stone to Flesh
15-16..Insanity
17-20..Polymorph Any Object
Special Qualities
A Half-Daelkyr retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*DR 5/magic (If HD is 6 or less), DR 10/magic (If HD is 11 or more), DR 10/byeshk or good (If HD is 16 or more)
*Spell Resistance 10 + the Half-Daelkyr’s HD.
*Fast Healing 1 (If HD is 6 or less), Fast Healing 3 (If HD is 11 or more), Fast Healing 5 (If HD is 16 or more)
*A Half-Daelkyr gets a +4 resistance bonus on all saves against disease, poison, ability damage, transmutation, and mind-affecting spells and abilities.
Alien Mind (Ex)
Any creature attempting to read a Half-Daelkyr’s thoughts must make a Will save, DC 10 + ½ the Half-Daelkyr’s racial HD + the Half-Daelkyr’s Charisma modifier, or suffer the effects of the confusion spell, with caster level equal to the Half-Daelkyr’s racial HD.
Racial Memory (Ex)
A Half-Daelkyr gets a +10 racial bonus on all Knowledge checks concerning the Daelkyr, Xoriat, or creations of the Daelkyr.
Symbiont Mastery (Ex)
A Half-Daelkyr maintains full control over the abilities of any symbiont attached to it and can attach or detach a symbiont as a full-round action. It can power a symbiont’s ability by substituting 5 hp for 1 point of ability damage.
Abilities
Increase from the base creature as follows: Strength +6, Dexterity +6, Constitution +6, Intelligence +6, Wisdom +6, Charisma +6. A Half-Daelkyr always has a Intelligence score of at least 3.
Challenge Rating
5 or less HD, same as base creature +3, 11 or more HD, same as base creature +5, 16 or more HD, same as base creature +7
Alignment
Always Neutral Evil
Level Adjustment
Same as base creature +10
Half-Elan
While the process of becoming an immortal Elan is unique to humans, other psionic humanoids have adapted it for their own use, allowing them to become Half-Elans. Half-Elans, like their human-descended kin, have their memories deleted and begin life anew, but they possess less of an Elan’s psionic power and more of their past race’s abilities. In addition, becoming a Half-Elan, unlike becoming an Elan, can be mentally scarring, leaving most Half-Elans at least slightly “unbalanced.”
Creating A Half-Elan
Half-Elan is an inherited template that can be added to any corporeal, living humanoid or monstrous humanoid, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the augmented and psionic subtypes.
Special Attacks
A Half-Elan retains all the special attacks of the base creature.
Special Qualities
A Half-Elan retains all the special qualities of the base creature and also gains the following qualities.
*Naturally Psionic: A Half-Elan gains 1 bonus power point at first level
Extended Lifespan (Ex)
While Half-Elans age and die normally, their maximum age is twice that of the base creature.
In addition, all Half-Elans have one of the three following special qualities.
Resistance (Su)
As an immediate action, a Half-Elan with this quality can spend 1 power point to gain a +2 racial bonus on saving throws until the beginning of her next action.
Resilience (Su)
As an immediate action, a Half-Elan with this special quality can reduce any damage he is about to take by 1 hit point for every 1 power point he spends.
Repletion (Su):
If a Half-Elan with this special quality spends 1 power point, he does not need to eat or drink for 24 hours.
Abilities
Decrease from the base creature as follows: Wisdom -2, Charisma -2.
Challenge Rating
Same as base creature
Level Adjustment
Same as base creature
Half-Moonbeast
Half-Moonbeasts are creatures born when a pregnant creature ingests a moonstone, becoming what is known as a Moonmother. Moonbeasts will not attack the Moonmother, rather guarding her at all cost. The child within the Moonmother’s womb twins–one twin becomes a Moonbeast, the other a Half-Moonbeast. In the afterbirth of the twins birthing, a moonstone, linked to the newborn aberration, is born. The Moonbeast flies away after birth, to begin hibernation, while the Half-Moonbeast instinctively guards its twin’s stone. A Half-Moonbeast is not hunted down for possessing a moonstone, nor does it become obsessed by the stone. A Half-Moonbeast resembles its mother’s race, but it is completely hairless, and is covered in writhing tentacles and baleful eyes.
Creating A Half-Moonbeast
Half-Daelkyr is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the augmented subtype.
Speed
A Half-Moonbeast gains a climb speed equal to half its base land speed.
Armor Class
A Half-Moonbeast’s natural armor bonus to AC increases by three.
Attack
A Half-Moonbeast gains a number of tentacles equal to one plus ½ its racial HD. They are primary natural weapons, and have a reach 5 ft. greater than the normal reach of the Half-Moonbeast. If the base creature can use weapons, the Half-Moonbeast retains this ability. A Half-Moonbeast 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-Moonbeast 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 secondary natural attacks.
Damage
Half-Moonbeasts 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..............1d6
Diminutive...1d8
Tiny..............2d6
Small............2d8
Medium........3d6
Large............3d8
Huge.............4d6
Gargantuan...4d8
Colossal.......5d6
Special Attacks
A Half-Moonbeast retains all the special attacks of the base creature and gains the following attacks.
Constrict (Ex)
Whenever a Half-Moonbeast successfully grapples a creature, it deals damage equal to its tentacle damage plus its strength modifier.
Improved Grab (Ex)
To use this ability, a Half-Moonbeast must hit an opponent with a 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.
Fear Aura (Su)
Once per day, as a standard action, a Half-Moonbeast may create a 20 ft. radius aura of fear, cenetered on itself. The aura persists for 1 round per racial HD of the Half-Moonbeast. Any creature within the radius of the aura that fails a Will save, DC 10 + ½ the Half-Moonbeast’s racial HD + the Half-Moonbeast’s Charisma modifier, becomes paralyzed for 1d3 rounds. A creature that successfully saves against the aura becomes immune to it for 24 hours. This is a mind-affecting, fear effect.
Spell-Like Abilities
A Half-Moonbeast 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......Fog Cloud
3-4......Dispel Magic
5-6......Mirror Image 3/day
7-8......Black Tentacles
9-10....Improved Invisibility
11-12..Cloudkill
13-14..Disintegrate
15-16..Chain Lightning
17-20..Summon Monster VI 3/day
Special Qualities
A Half-Moonbeast retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*SR 10 plus the Half-Moonbeast’s HD (Maximum 35).
All-Around Vision (Ex)
A Half-Moonbeast gets a +4 racial bonus on Search and Spot checks, and cannot be flanked.
Abilities
Increase from the base creature as follows: Strength +10, Dexterity +2, Constitution +4, Intelligence -2, Wisdom -2, Charisma +4. A Half-Moonbeast always has a Intelligence score of at least 3.
Skills
A Half-Moonbeast has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Challenge Rating
5 or less HD, same as base creature +3, 11 or more HD, same as base creature +4, 16 or more HD, same as base creature +5
Alignment
Always Chaotic Evil
Level Adjustment
Same as base creature +7
Half-Naga
Half-Nagas are born from the strange union of a naga and another creature. They have a long, snake-like lower body, much like a naga, but retain a fully-formed torso and limbs. Half-Nagas can be just as noble as a Guardian Naga or as wicked as a Dark Naga–the choice is theirs.
Creating A Half-Chuul
Half-Naga is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the augmented subtype. If they had a Water Naga as their parent, they gain the aquatic subtype.
Speed
A Half-Naga’s base land speed increases by 10 ft. If they had a Water Naga as their parent, they instead gain a swim speed equal to their base land speed.
Armor Class
A Half-Naga’s natural armor bonus to AC increases by three.
Attack
A Half-Naga gains a bite attack, which is a primary natural weapon. If the base creature can use weapons, the Half-Naga retains this ability. A Half-Naga 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-Naga 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 secondary natural attack.
Damage
Half-Nagas have bite 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..............1d2
Diminutive...1d3
Tiny..............1d4
Small............1d6
Medium........1d8
Large............2d6
Huge.............2d8
Gargantuan...3d6
Colossal.......3d8
Special Attacks
A Half-Naga retains all the special attacks of the base creature and gains the following attacks.
Poison (Ex)
A Half-Naga’s bite carries a potent venom. A creature bitten by a Half-Naga must make a Fortitude save, DC 10 + ½ the Half-Naga’s racial HD + the Half-Naga’s Constitution modifier, or suffer its effects. Its initial and secondary damage are both 1d6 Con.
Special Qualities
A Half-Naga retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Amphibious (If Half-Water Naga)
Abilities
If the Half-Naga had a Dark Naga parent, increase from the base creature as follows: Strength +2, Dexterity +2, Constitution +2, Intelligence +4, Wisdom +2, Charisma +4. If the Half-Naga had a Guardian Naga parent, increase from the base creature as follows: Strength +4, Constitution +4, Wisdom +4, Charisma +4. If the Half-Naga had a Spirit Naga parent, increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +4, Intelligence +2, Wisdom +2, Charisma +2. If the Half-Naga had a Water Naga parent, increase from the base creature as follows: Strength +4, Dexterity +2, Constitution +4, Wisdom +4, Charisma +2. A Half-Naga always has a Intelligence score of at least 3.
Skills
A Half-Naga with a Water Naga parent 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-Naga gains Eschew Materials as a bonus feat.
Challenge Rating
Same as base creature +1
Level Adjustment
Same as base creature +3
Half-Otyugh
Half-Otyughs are not the results of normal intercourse. Rather, when a pregnant creature contracts filth fever from one of the aberrations, there is a chance the fever might corrupt the embryo, causing it to become a Half-Otyugh. Half-Otyughs look much like their non-aberrant parent, but their skin has the same coloration as an Otyughs, and two baleful tentacles grow from their backs.
Creating A Half-Otygh
Half-Otyugh is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the augmented subtype.
Armor Class
A Half-Otyugh’s natural armor bonus to AC increases by four.
Attack
A Half-Otyugh gains two tentacles, which have a reach 5 ft. greater than the Half-Otyugh’s normal reach and are primary natural weapons, and a bite attack. If the base creature can use weapons, the Half-Otyugh retains this ability. A Half-Otyugh 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-Otyugh fighting without weapons uses its tentacles bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its tentacles and bite as secondary natural attacks.
Damage
Half-Otyughs have bite 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..............1d2
Diminutive...1d2
Tiny..............1d3
Small............1d3
Medium........1d4
Large............1d4
Huge.............1d6
Gargantuan...1d6
Colossal.......1d8
Tentacle
Size..............Damage
Fine..............1
Diminutive...1
Tiny..............1d2
Small............1d3
Medium........1d4
Large............1d6
Huge.............1d8
Gargantuan...2d6
Colossal.......2d8
Special Attacks
A Half-Otyugh retains all the special attacks of the base creature and gains the following attacks.
Filth Fever (Ex)
A creature bitten by a Half-Otyugh must make a Fortitude save, DC 10 + ½ the Half-Otyugh’s racial HD + the Half-Otyugh’s Constitution modifier, or contract filth fever.
Improved Grab (Ex)
To use this ability, a Half-Otyugh must hit an opponent with a 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-Otyugh successfully grapples a creature, it deals damage equal to its tentacle damage plus its strength modifier.
Special Qualities
A Half-Otyugh retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Scent
Abilities
Increase from the base creature as follows: Constitution +2, Intelligence -4, Wisdom +2, Charisma -4. A Half-Otyugh always has a Intelligence score of at least 3.
Challenge Rating
Same as base creature +1
Level Adjustment
Same as base creature +2
Half-Wisp
In the swampy lands where marsh gas pervades the air, a woman will occasionally give birth to a child with what is ignorantly known as “the fey look”–faintly luminous skin, a talent for not being seen, an electric crackle in the eyes. Such children are not, as the locals believed, changeling spawn of swamp fey, but rather normal children who have felt the touch of a will-o’-the-wisp within a few days of being born.
Creating A Half-Wisp
Half-Wisp is an inherited template that can be added to any corporeal, living creature, referred to hereafter as the base creature.
Size and Type
Type changes to aberration, and the creature gains the air and augmented subtypes.
Special Attacks
A Half-Wisp retains all the special attacks of the base creature and gains the following attacks.
Shocking Touch (Su)
As a standard action, a Half-Wisp may make a touch attack. Any creature hit by the attack takes 1d6 points of electricity damage.
Special Qualities
A Half-Wisp retains all the special qualities of the base creature and also gains the following qualities.
*Darkvision 60 ft.
*Spell Resistance 10 plus the Half-Wisp’s racial HD.
Float (Su)
A Half-Wisp may, as a standard action, rise off the ground. It may cease floating as a swift action. It may float in this manner for 1 minute per HD each day. Otherwise, this functions as a levitate spell, caster level equal to the Half-Wisp’s HD.
Invisibility (Su)
A Half-Wisp may, as a standard action, become invisible. It may cease doing so as a swift action. It may spend one round per HD each day invisible. Otherwise, this functions as a greater invisibility spell, caster level equal to the Half-Wisp’s HD.
Abilities
Increase from the base creature as follows: Strength -4, Dexterity +6, Intelligence +2, Wisdom +2, Charisma +2. A Half-Wisp always has a Intelligence score of at least 3.
Feats
A Half-Wisp gains Weapon Finesse as a bonus feat.
Challenge Rating
Same as base creature +1
Alignment
Usually Chaotic Evil
Level Adjustment
Same as base creature +2