Abominations (often called hybrids) are fusions of two normal creatures that are just as often intelligent as they are rampaging beasts. No one knows how abominations come to be: perhaps the result of experimentation by a mad wizard or druid, a wish or miracle gone awry, or the wrath a deity. The end result that fuses two creatures together often destroys the mind of the hapless beings, forcing them into madness and evil. Druids almost universally view evil abominations as profane violations of nature that must be eliminated wherever they are found. The most well known examples of abominations are hippogriffs, griffons, gorilla bears, and the terrible owlbear.
“Abomination” is an acquired template that can be added to any animal, vermin, or humanoid (referred to hereafter as the base creature). The base creature is usually assumed to be the larger of the two animals to be hybridized. The abomination uses the statistics and special abilities (or an average of the two) of both base creatures.
CR: Equal to the higher of the two base creatures +1.
Size and Type: A hybrid of animals or vermin becomes a magical beast; a hybrid that includes a humanoid becomes a monstrous humanoid. The abomination’s size is the same as the larger of the two base creatures. Recalculate base attack bonus, base saves, and skill points based on the creature’s new type and its new Hit Dice total.
AC: Natural armor bonus, if any, is equal to the higher of the two base creatures.
Hit Dice: If both base creatures are of the same size category, add the HD of both and divide by two. Otherwise, use the higher of the two HD totals –1. Change all current and future Hit Dice to d10s.
Defensive Abilities: If both base creatures have the same defensive abilities, the abomination has them as well. For a defensive ability possessed by only one of the base creatures, there is a 50% chance the abomination has it.
Speed: Average the speeds of the base creatures to be hybridized (round up); if the smaller base creature can fly, there is a 75% chance that the ability to fly is lost if the size of the abomination is more than one category above that of the smaller creature.
Attacks: If both base creatures have the same attack forms, the abomination has them as well. For an attack possessed by only one of the base creatures, there is a 50% chance the abomination has it. If both base creatures have two different attack forms on the same limb, such as a claw and a slam, the abomination has a 50% chance of having either attack form, but never both.
Damage: The highest damage die of the two base creatures, modified for possible change in Strength. The attack forms of a smaller base creature are increased in die type using the standard size increase rules.
Space/Reach: Equal to that of the larger creature.
Special Attacks: If both base creatures have the same special attacks, the abomination has them as well. For a special attack possessed by only one of the base creatures, there is a 50% chance the abomination has it. Save DCs to special attacks are adjusted for any change in ability scores.
Abilities: The abomination’s ability scores are modified or determined as follows:
Strength: Add the Strength scores of both base creatures together and divide by two. Modify the result as follows:
Dexterity: Add the Dexterity scores of both base creatures together and divide by two. Modify the result as follows:
Constitution: Average the Constitution of two like-sized creatures, or take the highest Constitution score if the creatures are of different sizes. Intelligence, Wisdom, and Charisma: These abilities are rerolled for the abomination as follows: Intelligence is rolled using 1d4+2, Wisdom is rolled using 2d6, and Charisma is rolled using 2d6.
Feats: Abominations retain all feats of the base creatures. If this gives the abomination more feats than it would normally have based on its Hit Dice, the additional feats are considered bonus feats.
Skills: Abominations lose all current skill points and recalculate as follows: if the abomination is a magical beast, it gains skill points equal to 2 + Intelligence modifier (minimum 1) per Hit Die; if the abomination is a monstrous humanoid, it instead gains skill points equal to 4 + Intelligence modifier (minimum 1) per Hit Die. Class skills are determined by the creature’s new type. Abominations retain any bonuses to skills and checks possessed by either base creature. Identical bonus types to the same skill or skill check do not stack (they overlap).
Special Qualities: If both base creatures have the same special qualities, the abomination has them as well. For a special quality possessed by only one of the base creatures, there is a 50% chance the abomination has it.
Environment: 50% chance of either base creature.
Organization: Solitary, pair, or pack (5–8).