Magical Crossbreeds

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Crossbreeding: Flesh and Blood

Foreword

This homebrew is inspired various monsters manuals from d&d 3.0 and 3.5 and contains content from the fiend folio and encyclopaedia arcana - crossbreeds: flesh and blood. In fact, I have transcribed content directly from these sources with only minor changes from their original iteration. I have done so to keep the lore consistent and because I am more concerned with providing balanced options for DM's and players rather than expanding on existing lore.

Plagiarism is a big deal for me, so I can't stress enough that most of the text in this document is not my own, I am in no way affiliated with Wizards of the Coast™, Mongoose Punlishing™, or Frog God Games™ and I make no claim to or any challenge to any trademarks held by Wizards of the Coast™, Mogoose Publishing™ or Frog God Games™. The stat blocks for each monster, however, were designed by me to be compatible with fifth edition.


-u/kygd95

Credit

Dracolisk

This entry was inspired by the dracolisk, which originally appeared in the First Edition module S4 Lost Caverns of Tsojcanth (© TSR/Wizards of the Coast, 1982) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission.

And by the dracolisk depicted in Fifth Edition Foes by author Scott Greene, based on the original material by Gary Gygax.


Gorgimera

This entry was inspired by the gorgimera, which originally appeared in the First Edition module S4 Lost Caverns of Tsojcanth (© TSR/Wizards of the Coast, 1982) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983).

And by the gorgimera depicted in Fifth Edtion Foes by author Scott Greene, based on original material by Gary Gygax

It's in-game statistics and description are based on the aforementioned material as well as the chimera and gorgon entries in the fifth edition monster manual.

Magical Crossbreeding: An Overview

Magical crossbreeding is the arcane art of transmuting the physicalities of two creatures to create a distinctly new creature. This practice could be a Wizard's Magnum Opus, or perhaps it is a foray into alien magics never before explored. There are a plethora of reasons that a spellcaster might study such a discipline - curiosity, hubris, practicality; the reasons are nearly endless. Ultimately, the result is the same. Some enterprising mage captures two or more creatures, and selects various traits among them to create an entirely new creature.

Determining Traits

Most traits that can be determined from a crossbreed are an aggregate of the creatures in question. The crossbreeder does, however, have a degree of control over the creature's appearance and abilities. The following is a guide to determining your crossbreed's traits.

A Note on Averages

Many of the traits of your crossbreed are going to require some arithmetic, namely, you will have to determine the average of a number of different stats. To calculate the average, find the sum of the numbers (add them together) and divide the total by the number of items being added together.

For example the average between two ability scores 12 and 18, would be 15 (18 + 12 = 30. 30/2 = 15).

Hit Dice

A crossbreed has a number of hit dice equal to the average between the progenitors' number of hit dice, rounded up. The hit die itself is determined by the size of the crossbreed.

Size Class Hit Die
Tiny d4
Small d6
Medium d8
Large d10
Huge d12
Gargantuan d20

the

Speed

A crossbreed's base walking speed is usually the average of it's progenitors base walking speeds, unless the crossbreed retains one of the progenitors unique forms of locomotion. For example, if one of a crossbreed's progenitors is a draft horse, and the crossbreed still has an equine body, it can use the speed of it's draft hose progenitor.

A crossbreed gains all of the special forms of locomotion (swim speed, climb speed, flying speed, etc) as long as it still makes sense for it's new form to benefit from them. If you gain the same type of special movement from two or more progenitors, your crossbreed's special movement speed will be an average between the progenitors speeds.

Proficiency

A crossbreed's proficiency bonus is determined by the creature's Challenge Rating (CR) as detailed in the following table. You can use your creature's expected challenge rating or actual challenge rating to determine it's proficiency bonus.

Challenge Proficiency Bonus
0-4 +2
5-8 +3
9-12 +4
13-16 +5
17-20 +6
21-24 +7
25-28 +8
29,30 +9

Size

A crossbreed's size is the average of it's progenitors size classes, rounded up or down, depending on the new creature's form.

If you choose to round down, decrease the DC for the crossbreeding ritual by 1.

Creature Type

A crossbreed's creature type is either one or more of the progenitor's creature types. You can choose or roll a die to determine the creature type. For two progenitors, roll a d4 and divide the result by 2 (rounded up). For three progenitors, roll a d6 and divide the result by 2 (rounded up).

Alignment

It's alignment is determined by the crossbreeder, although it is often one of the alignments of the progenitor's or something similar depending on the new creature's personality.

Armor Class

The crossbreed's armor class (AC) is the average of the progenitors' AC, rounded up. If it makes sense for the crossbreed to wear armor, you can include it's progenitors AC while wearing armor.

You can instead opt to choose the higher of the two AC's if it makes sense for the hybrid's new form. If you choose to do this, increase the DC for the crossbreeding ritual by 1.

Ability Scores

The crossbreed's ability scores are the average of the progenitors' ability scores, rounded up. If the crossbreed can cast spells and one of the ability scores is it's spellcasting ability, you can use the higher of the two scores instead. Further, if the progenitor's Intelligence scores have a difference of 5 or more, you can instead choose to use the higher of the two Intelligence scores.

Saving Throws

The crossbreed gains all of the saving throw proficiencies of both of it's progenitors, adjusted to reflect it's new ability scores and proficiency bonus.

Skills

The crossbreed gains all of the skill proficiencies of both of it's progenitors, adjusted to reflect it's new ability scores and proficiency bonus.

Damage Immunities, Resistances, and Vulnerabilities

A crossbreed gains all of it's progenitors' immunities, resistances, and vulnerabilities.

Condition Immunities

a crossbreed gains all of it's progenitors conditon immunities.

Senses

A crossbreed gains all of it's progenitors' senses. It's passive perception score is an average of the progenitors' passive perception scores.

Languages

A crossbreed gains all of the languages of it's progenitors if it's Intelligence score is 5 or higher.

Special Traits

A crossbreed gains a number of special traits equal to the average number of traits that each progenitor possesses, rounded up. A crossbreed can only gain the spellcasting trait once, so if multiple progenitors posess the spellcasting trait, you must choose which one the crossbreed gains.

A hybrid can gain additional traits from it's progenitors, for each trait you add, increase the DC to perform the crossbreed ritual by 1.

Attacks

A crossbreed gains a number of attacks equal to the average number of attacks between it's progenitors, rounded up. A creature benefits from an attack only if it makes sense for it's new form.

For example, if a crossbreed no longer has the hands of one of it's progenitors, it may not be able to wield weapons anymore.

If both progenitors possess the same attack (e.g. claw, bite, fist, etc) then the attack that the crossbreed gains deals an amount of damage equal the average damage die and number of damage dice between both progenitors (or the average of the average damage between both of the attacks).

Attack Bonus and save DC

A crossbreed's attack bonus is determined by adding it's proficiency bonus and it's Strength or Dexterity modifier or it's spellcasting ability modifier. It's spell save DC is equal to 8 + it's proficiency bonus + it's spellcasting ability modifier. If an action or special trait has a save DC, you can use the save DC from it's progenitor(s) or you can consult the following table.

Challenge Save DC
0-3 13
4 14
5-7 15
8-10 16
11,12 17
13-16 18
17-20 19
21-23 20
24-26 21
27-29 22
30 23

Actions

A crossbreed gains all of the actions from both of it's progenitors as long as it still makes sense for the new creature's form.

For example, a crossbreed would not be able to use a breath attack action if it lacks a mouth, or a similar orifice with which to exude destructive energy.

Legendary Actions

If two or more of the progenitors have legendary actions, the crossbreed gains any 3 legendary actions from either of it's progenitors.

Lair Actions

If one of the progenitors has lair actions and has a lair, a crossbreed gains it's lair actions while in that lair.

Challenge

A crossbreed's expected challenge rating is the average of it's progenitors' challenge rating, rounded up. It's actual challenge rating must be calculated from Chapter 9 in the Dungeon Master's Guide (DMG).

Make adjustments to the crossbreed based on the concept you have in mind. For example, if you are crossbreeding a gorgon and a minotaur, it stands to reason that the minotaur's carapace might be composed solely of steel. In this case, you could opt to just use the gorgon's AC instead of taking an average between the two.

Naming a Hybrid Creature

the final step, and sometimes, the most difficult step, is naming the hybrid. You can choose to take the prefix of one of the progenitors, and the suffix of another, and combine their names, or you can come up with an entirely unique name for your hybrid creature. The sky is the limit here.

Work With Your DM

Ultimately, your DM is going to have the final say in what statistical bonuses are conferred to your crossbreed based on the creative image you have in mind. Work with them to make your vision come to life, explaining the various nuances of your crossbreed's shape and form.

Multiple-Stage Crossbreeding

You can crossbreed more than two creatures at one time (thus increasing the DC of the crossbreeding attempt) or you can perform multiple crossbreeds in succession, crossbreeding multiple creatures, two at a time. This method will ultimately have a higher chance of success, but will cost more gold, and require more time and patience.

Transmutation Rituals

There is no singular method for magically fusing together two different creatures. The methods are as varied and as eccentric as the wizards who make use of them.

Necessary Equipment

Crossbreeding is no simple task, it will require much time, commitment, and preparation. As such, you will require several materials to continue.

Laboratory

You will require an edifice, dungeon, tower, fortress, home, etc with an appropriate amount of room. It must be sufficiently sized so that no creatures are squeezing and can fit comfortably. You will also need enough floor space for the ritual you choose to perform.

Ideally, a mage's laboratory will be secluded and well-stocked, so the hybridization may be attempted without interruption.

Notes

A crossbreeder must obtain notes on the transmutation ritual they intend on using and on the comparative anatomies of the creatures which they are attempting to fuse. A crossbreeder must spend a number of hours equal to the CR of all of the creatures involved in the ritual before they can even attempt the ritual, otherwise they would risk certain failure. These notes can often be obtained from any library that contains information on natural or unnatural wildlife or on transmutation magic. Most metropolitan areas and even a few small towns contain such relevant volumes. How easy such tomes are to acquire are ultimately dependent on your DM. If you are a sufficiently studied wizard, or have magically-minded contacts, this task might be much easier for you.

Test Subjects

Of course, in order to perform a hybridization, you must have at least two creatures with which you would like to hybridize. These creatures must be either conscious and willing, or unconscious and restrained, (usually the latter) but not dead. These subjects can either be subdued during the adventuring period, or procured during downtime.

You can buy a creature from an exotic breeder or slaver if it is a beast, dragon, giant, humanoid, plant, ooze or a monstrosity. The cost to purchase such a creature is equal to 500 gp times is CR and it takes 1 day per 1,000 gold to find such a contact (rounded up).

You can also attempt to find such creatures in the wild. Consult the random encounters table in Chapter _ of Xanathar's Guide to Everything. If the creature appears on a random encounter table for a particular biome, you can attemot to find a particular creature by making a Wisdom (survival) check in the appropriate biome. The DC is equal to 10 + the CR of the creature you are looking for. You can make 1 Wisdom (survival) check each day.

You can hire a guide on this expedition to increase your chances of finding the creature. If you have a guide, you have advantage on this check, but you must pay the guide 2 gp per day you spend looking.

You can attempt to bind an extraplanar creature such as an aberration, celestial, elemental, fiend, or fey. You can purchase a conjuration spell to summon an outsider, a magic circle spell to contain it (or some similar spell) and a planar binding spell scroll or pay a cleric to call an outsider and bind it. You can attempt to bind it to your sevice by making a Charisma (deception, intimidation, persuation) check contested by the creature's Wisdom (insight) check. On a success, the creature is bound to you and must follow your commands for a number of hours equal to your Wizard level.

Additionally, you can spend a number of hours equal to 1 + the creature's CR to discover the creature's true name. Saying a creature's true name grants you advantage on your Charisma check. You can purchase the following spells

Spell Cost
1 100gp
2 200gp
3 300gp
4 400gp
5 500gp
6 600gp
7 700gp
8 1000gp

However you decide to procure your test subjects, it will require a sufficient amount of time and money.

Tranquilizers

If the creature is unwilling to undergo the transmutation ritual, you will likely need to sedate the creature during the process. You will as well likely need tranquilizers to capture the creature alive and transport it to your laboratory or the ritual site. Common tranquilizers and their cost are detailed in the following table.

Compound Effect
1 100gp
2 200gp
3 300gp
4 400gp
DC Cost
5 500gp
6 600gp
7 700gp
8 1000gp

These tranquilizers can be bought from most apothecaries or alchemical shops, curio shops, or hunting supplies stores.

You can craft the above tranquilizers if you harvest the ingredients directly from the creatures listed and you have proficiency in either an herbalism kit, or an alchemy kit. It takes two hours to distill the ingredients into the appropriate compound.

Food and Water

The creatures you capture are going to need to be kept fed and hydrated, otherwise they will die. Furthermore, their physical condition could adversely affect the transmutation ritual if if deteriorates. Each level of exhaustion that each creature has during the ritual increases the DC by 1.

Note that large creatures require 4 rations per day and huge creatures require 16 rations per day and so forth.

Security

The creatures are going to need to be held in place in the time leading up to the transmutation ritual. This could be a period of hours, days, weeks, months, or even years. As a consequence, the creatures will either have to be manacled, or caged, or both.

If you bought the creatures from an exotic breeder or a slaver, manacles and cages will be provided as part of the cost of purchasing them. Otherwise, they will need to be purchased separately. A smith can custom make these items if paid well enough, and a big-game shop might even have sufficient materials in stock. Manacles will cost 2 gp for a tiny, small, or medium creature, or 20 gp for a large or huge creature, or 200 gp for a gargantuan creature. A cage will cost 5 gp for a tiny creature, 50 gp for a small or medium creature, 100 gp for a large or huge creature, or 500 gp for a gargantuan creature.

Sample Transmutation Methods

The 'Three Circles' Method

Three magic circles are carved into the stone floor of the laboratory. The central circle is the largest, with two smaller circles appearing on opposite sides, each touching the edge of the central circle. The two progenitor creatures are each placed inside one of the smaller circles (in cages, if necessary) and intricately carved magical runes along the edges of these circles focus which features from the creature stationed within are transferred to the hybrid. For example, the magic circle around the owl in an owlbear fusion would have runes that specify the head structure, the location of feathers on the body and the reproductive system, while the runes around the bear would specify its size, strength, skeletal structure and so forth. These runes are extremely intricate and require the grooves of the circles and runes be filled with expensive or exotic components, such as crushed diamonds, melted silver, platinum dust, powdered rubies or the mingled blood of appropriate creatures. The majority of the preparation for the 'three circles' ritual consists of carving the runes in the exact positions necessary for a successful fusion and filling them with the appropriate materials. When the progenitor creatures are placed into their respective circles and the transmutation ritual performed, they gradually fade away. At the same time, the ghostly image of the hybrid begins to materialise in the central magic circle. At the end of the ritual (assuming all is in order), the magical hybrid appears, whole and healthy, in the central circle. Ifthe crossbreeder deems it necessary, a large cage can be placed inside the central circle beforehand so the hybrid materialises behind bars.

The 'Tattooed Runes' Method

Instead of dealing with runes inscribed along magical circles, certain glyphs are tattooed on the appropriate locations of the subject creatures themselves. Again using the owlbear fusion as an example, corresponding runes are tattooed on the bodies of both owl and bear (a process unlikely to be popular with either creature unless some manner of magical compulsion is employed) showing which body parts on one animal will line up with the body parts of the other. Once this time-consuming process is completed, the transmutation ritual is begun. At its conclusion, the tattoos give a burst of blinding light and the two progenitor creatures are fused into hybrid form. The tattoos are not present in the hybrid, having been consumed during the transmutation ritual along with the unused portions of the progenitors' bodies. Much of the expense associated with this method is in the creation of the special inks used in the tattooing process.

The 'Pinned Shadows' Method

The progenitor creatures are each immobilized in the laboratory next to each other. Two magical lanterns (one for each of the test subjects) are situated such that the shadows of the two creatures are projected, overlapping, on to the wall. The appropriate magical symbols are inscribed on the wall in the area where the shadows overlap, using rare, magical inks. These symbols alter the shape of the shadow to that of the proposed hybrid and fix it to the wall. At the end of the ritual, the two creatures dissolve into shadowstuff, flow into the shadow pinned to the wall and disappear. Shortly thereafter, the shadow extends itself into an ebon-black body, which gradually solidifies, and the hybrid is born. At that point, its shadow becomes nonmagical.

The 'Strand Weaving' Method

A specialized, airtight chamber is constructed in the laboratory, allowing the composition of the air inside to be altered by the release of certain magical vapors and eldritch fumes. The crossbreeder, sealed inside the chamber along with his test subjects, manipulates the air composition until it achieves a rarefied state whereby the characteristics ofthe creatures within can be visually seen using special optical lenses. To such a viewer, each creature has numerous strands of various shades and hues emanating in all directions from its body, waving in unseen breezes. The transmutation ritual consists of joining the appropriate strands from each creature (a process only possible inside the confines of the rarefied atmosphere of the airtight chamber, where such strands can be seen). Care must be taken not only to ensure the correct strands from the test subjects are used, but also not to accidentally get one's own strands tangled up into the intricate tapestry woven using the magical strands. Once the airtight seal is broken, the strands are no longer visible and the two progenitor creatures merge into a hybrid fusion according to the way the strands were configured.

The 'Primoedial Ooze' Method

A pair of rune-covered cauldrons are the focus of this ritual, each containing one of the progenitors. During the transmutation process, purple-white flames burst into existence underneath each cauldron, causing the body cohesion of the progenitor creatures to break down and 'melt' into a gooey paste. Despite the fearsome appearance of such an occurrence, the process is not painful to the test subjects, although it certainly might be the cause of significant mental anguish. When both subjects are sufficiently 'melted' into primordial ooze, the cauldrons are emptied on to the floor of the laboratory and their contents allowed to intermingle. Gradually, the combined substance takes the shape of the desired hybrid, its form specified by the specific glyphs and runes etched into the cauldrons, which shatter at the end of the ritual, when the hybrid stands forth in full physical form.

The 'Carved Effigy' Method

A life-size replica of the desired hybrid is carved from clay or stone and placed in the center of the laboratory along with the two test subjects. A separate magical dagger created especially for the transmutation ritual is used to slay each of the test subjects in turn and transfer a portion of their life essences into the effigy at a touch from the dagger. Once both progenitors have been slain in this fashion, the ritual is completed with the breaking of the effigy with a specialized hammer; when the replica shatters, the bodies of both test subjects disappear and in place of the effigy stands the hybrid.

The 'Hurtling Globes' Method

Each of the test subjects is imprisoned within a magical globe of energy hovering several inches above the laboratory floor, directly above a magical circle etched with filled runes similar to those in the 'three circles' ritual. At the end of the ritual, the two spheres are hurled at each other with blinding speed. When they strike, they merge in a flash of bright light, forming a single sphere holding the hybrid. The sphere lowers gently on to the magical circle and dissipates, releasing the hybrid into the world.

The 'Flash-Burn' Method

The two progenitor creatures are placed into their respective magic circles etched into the floor of the laboratory. The transmutation ritual, once started, flash-burns each creature in a blaze of white-hot fire as the magical circles spring forth with blazing, eldritch flames. As the creatures' bodies are quickly reduced to cinders, their ashes spin around as if in a whirlwind. The two whirlwinds approach each other and merge as one in the center of the room. Gradually, the whirlwind slows down and the ashes of the two progenitors recombine into the form of the desired magical crossbreed.

The 'Focusing Mirrors' Method

The two progenitors are immobilised and placed near each other in the laboratory. A myriad ofmagical minors of differing sizes are arranged around the creatures, each painstakingly adjusted to reflect a particular portion of the progenitor's anatomy on to a projecting screen of white glass. When each mirror projects the correct image on to the glass, the ritual is finished with a burst of transmutation energy and the glass is shattered with a silver hammer. When the glass shatters it disappears, as do the bodies of the test subjects, replaced by the completed hybrid where the glass screen once stood.

Material Components

Difficulty Class

Advanced Procedures

Self-Hybridization

Reverse Crossbreeding

Multi-stage Crossbreeding

Elementals

Ash Elemental


Ash Elemental

Large Elemental, neutral


  • Armor Class 14
  • Hit Points 102(12d10 + 36)
  • Speed 30ft.

STR DEX CON INT WIS CHA
(+2) 12 (+1) 16 (-1) 4 (-3) 13 (+2) 9 (+0)

  • Damage Resistances Fire, bludgeoning, slashing, and piercing damage from nonmagical weapons.
  • Damage Immunities Poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages Ignan, Terran
  • Challenge 5 (1,800 XP)

Ash Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

False Appearance. While the ash elemental remains motionless, it is indistinguishable from an inanimate pile of ash.

Ash Puff. When this creature takes damage, any living creature within 5 feet of the elemental must succeed on a DC 10 Constutution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. The creature can repeat it's saving throw at the end of each of it's turns, ending the effect on a success.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.


Ash Mephit

Small beast, depressed neutral


  • Armor Class 18
  • Hit Points 112(1d4 + 5)
  • Speed 44ft.

STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 14 (+2) 1 (-4) 17 (+4) 7 (-1)

  • Condition Immunities swagged, groggy, groovy
  • Senses passive Perception 13
  • Languages Gibberish
  • Challenge 7 (8429 XP)

Actions

Corkscrew Strike. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Cyclopceros

Crossbreed between a cyclops and a rhinoceros.

Darkstorm horror

Crossbreed between a Quaggoth (Thonot) and an air elemental myrmidon

Slate-Scaled Horn Beast

Crossbreed between a girallon and a xorn

Example Crossbreeds

Magical crossbreeding is the use of arcane rituals to create a new form of life from the living bodies of two or more existing creatures. Its practitioners are responsible for the creations of dozens of new races; the owlbear is perhaps the most obvious example. Magical crossbreeding allows a wizard to 'pick and choose' the desired traits of pre-existing species and rework them into a new form of life of his own design. Such a task is not easy; the arcane rituals are difficult to master and many burgeoning crossbreeders are responsible for more than a few hideous, pain-crazed monstrosities before mastering a new creation's form. Magical crossbreeding is time-consuming, often requiring months or even years before any hope of success is possible.

Dracolisk

The vicious dracolisk is a rare crossbreed of dragon and basilisk. No one is sure how the dracolisk species came to be, but all who have encountered it are well aware of its lethality. The only confirmed species of dracolisk is clearly the offspring of black dragons, but based on that evidence, sages hypothesize that a species of dracolisk could exist corresponding to every species of dragon.

At first glance, a dracolisk appears to be a juvenile dragon of its color, except the dracolisk has six legs instead of four. Thanks to the petrifying gaze it inherited from its basilisk parent, most characters who encounter a dracolisk can never get a second glance. A dracolisk has a scaled ody the same color as its dragon parent that fades to a lighter shade on its underside. A short, curved horn, similar to a rhino's, juts from its nose. Its leathery wings match its body color but darken near the tips. All dracolisks' eyes are pale green with sparkles that match its dragon-parent color.

Credit: Fifth Edition Foes by Frog God Games


Dracolisk

Large Dragon, Chaotic Evil


  • Armor Class 16
  • Hit Points 114 (12d10 +48)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 12 (+1)

  • Saving Throws Dex +5, Con +6, Wis +3, Cha +5
  • Skills Perception +6, Stealth +5
  • Damage Immunities acid
  • Condition Immunities petrified
  • Senses Blindsight 30 ft., darkvision 120 ft., passive Perception 13
  • Languages Common, Draconic
  • Challenge 8 (3,900 XP)

Amphibious. The dracolisk can breathe air and water.

Actions

Multiattack. The dracolisk makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Acid Breath (Recharge 5-6). The dracolisk exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

Petrifying Gaze. If a creature starts its turn within 30 feet of the dracolisk and the two of them can see each other, the dracolisk can force the creature to make a DC 14 Constitution saving throw if the dracolisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the dracolisk until the start of its next turn, when it can avert its eyes again. If it looks at the dracolisk in the meantime, it must immediately make the save.

Electrohydra

Occasionally referred to as a behydra, the electrohydra is a magical crossbreed combining traits of hydras and behirs. An electrohydra has as many heads as its hydra progenitor, while from its behir progenitor it gains a total of eight legs and the ability to generate the electrical breath weapon that gives the creature its name. Electrohydra scale coloration tends toward the ultramarines and deep blues commonly found in hebirs, while the creature's eyes retain the amber color associated with hydras. Like other hydras, electrohydras are about 20 feet long and weigh about 4,000 pounds.

It would be an understatement to say that the electrohydra is a fierce foe, it combines the magical regenerative powers and raw strength of a hydra with the lightning abilities and cunning of a behir.

Credit: Encylopaedia Arcane - Crossbreeding: Flesh and Blood by Mongoose Publishing



Electrohydra

Huge Monstrosity, Neutral Evil


  • Armor Class 16 (natural armor)
  • Hit Points 183 (16d12 + 75)
  • Speed 50 ft.; climb 40 ft.; swim 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+4) 19 (+4) 7 (-3) 12 (+1) 10 (+0)

  • Skills Perception +6
  • Damage Immunities lightning
  • Senses Darkvision 90 ft., passive Perception 16
  • Languages Draconic
  • Challenge 12 (8,400 XP)

Hold Breath. The electrohydra can hold its breath for 1 hour.

Multiple Heads. The electrohydra has 5 five heads. While it has more than one head, the electrohydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the electrohydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the electrohydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The electrohydra regains 15 hit points for each head regrown in this way.

Reactive Heads. For each head the electrohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the electrohydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The electrohydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Constrict. Melee Weapon Attack: + 10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the electrohydra isn't already constricting a creature, and the target is restrained until this grapple ends.

Lightning Breath (Recharge 5-6). Each head makes a separate lightning breath attack. The electrohydra exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 17 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

Swallow. The electrohydra makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the electrohydra's turns. An electrohydra can have only one creature swallowed at a time. If the electrohydra takes 30 damage or more on a single turn from the swallowed creature, the electrohydra must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the electrohydra dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Fisher Tree

An unnatural fusion of treant and roper, the fisher tree has the general build of the former and the hunter and hunting ability of the latter. But like a tree, upon closer examination a fisher tree has a single eye centered over a mouth that opens to reveal rows of overlapping thorny spines in place of teeth. A series of what, at first glance, appear to be knotholes are the orifices from which the creature shoots its sticky tendreils used to reel in prey.

Fisher trees often serve as guardians of remote, forested areas whose inhabitants prefer that the location of their dwelling-area remains secret from the outside world.

A fisher tree can move slowly about on its roots and use its various branches as limbs, but it generally prefers staying in place and waiting for prey to come to it. When an appropriate victim comes within range, the fisher tree shoots out sticky strands from the various knotholes situated around its trunk, then reels its prey in close enough to finish it off with its powerful maw.

Credit: Encylopaedia Arcane - Crossbreeding: Flesh and Blood by Mongoose Publishing


Fisher Tree

Huge Plant, chaotic neutral


  • Armor Class 18 (natural armor)
  • Hit Points 138(12d12 + 60)
  • Speed 20 ft.; climb 20 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (+0) 19 (+4) 10 (+0) 16 (+3) 9 (-1)

  • Skills Perception +6, Stealth +5
  • Damage Resistances piercing, bludgeoning
  • Damage Vulnerabilities fire
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Common, Druidic, Elvish, Sylvan
  • Challenge 11 (7,200 XP)

False Appearance. While the fisher tree remains motionless, it is indistinguishable from a normal tree.

Siege Monster. The fisher tree deals double damage to objects and structures.

Grasping Tendrils. The fisher tree can have up to eight tendrils at a time. Each tendril can be attacked (AC 20; 15 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the fisher tree, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a ' creature takes an action and succeeds on a DC 15 Strength check against it.

Spider Climb. The fisher tree can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The fisher tree makes two slam attacks, two tendril attacks, uses reel, and makes one bite attack.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.

Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: 9 (2d6 +2) slashing damage and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.

Reel. The fisher tree pulls each creature grappled by it up to 25 feet straight toward it.


Gorgimera

Large monstrosity, chaotic evil


  • Armor Class 17
  • Hit Points 114(12d10 +48)
  • Speed 30ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 19 (+4) 4 (-3) 13 (+1) 10 (0)

  • Condition Immunities Petrified
  • Skills Perception +8
  • Senses Darkvision 60 ft., passive Perception 18
  • Languages Understands Draconic but can't speak it
  • Challenge 8 (3900 XP)

Actions

Multiattack. The chimera makes four attacks: one with its bite, one with its horns, and two with its claws. When its fire breath is available, it can use the breath in place of its bite. When it's petrifying breath is available, it can use the breath in place of it's horns.

Bite. Melee weapon attack. +7 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Horns Melee weapon attack. +7 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Claws Melee weapon attack. +7 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Trampling Charge. If the gorgimera moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgimera can make two attack with its claws against it as a bonus action.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

Fire Breath (Recharge 5-6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Petrifying Breath (Recharge 5-6). The gorgon head exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

Gorgimera

A gorgimera is a chimerical creature with the heads of a lion, a dragon, and a gorgon. It has the hindquarters of a gorgon and the forequarters of a lion. These creatures are highly territorial predators, and their hunting range covers many square miles around their lairs. The creature makes its home inside deep caverns with openings atop high mountains. A typical lair contains a mated pair and one or two young. A gorgimera prefers to attack from ambush or to plunge suddenly onto unsuspecting targets from high in the sky. It usually attacks by biting with its dragon head, butting with its gorgon head, and slashing with its leonine paws. The dragon and gorgon heads can also use their characteristic breath weapons.

Conflicted Creature. A gorgimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its gorgon head grants it a vicious, stubborn streak that compels it to fight to the death. gorgimeras view more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns. When it hunts, the gorgimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures.


Credit: Fifth Edition Foes by Frog God Games

Gorgotaur

Gorgotaurs are favored hybrids for those crossbreeders seeking powerful guardians, for these creatures combine physical strength, combat prowess, magical attacks and a human-like intelligence. Built like a minotaur, a gorgotaur's powerful body is covered in metallic scales. Twin silver horns jut out from the creature's head, powerful weapons in and of themselves, although most gorgotaurs also wield huge greataxes with deadly accuracy. A gorgotaur is often found in the company of minotaurs, always serving in a leadership role in such instances. They tower over their minotaur minions -- most gorgotaurs stand between eight and nine feet tall.

Gorgotaurs prefer melee combat, deriving a savage pleasure from hacking apart enemies with their greataxes. They are not afraid of using their petrifying breath weapon against powerful foes, however, nor do they shrink from using the threat of petrification to keep their minotaur underlings in line.

Credit: Encyclopaedia Arcane - Crossbreeding: Flesh and Blood by Mongoose Publishing


Gorgotaur

Large Monstrosity, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 114(12d10 + 48)
  • Speed 40ft.

STR DEX CON INT WIS CHA
19 (+4) 11(0) 17 (+3) 9 (-1) 14 (+2) 8 (-1)

  • Skills Perception +7
  • Condition Immunities Petrified
  • Senses Darkvision 60 ft, passive Perception 17
  • Languages Abyssal, Giant
  • Challenge 5 (1,800 XP)

Charge. If the gorgotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The gorgotaur can perfectly recall every path it has traveled.

Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The gorgotaur makes 2 attacks with its greataxe.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Petrifying Breath (Recharge 5-6). The gorgotaur exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn . On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.


Gulor

Medium humanoid, chaotic evil


  • Armor Class 16 (scale mail)
  • Hit Points 93 (11d8 + 44)
  • Speed 30 ft.; burrow 10 ft.; climb 10 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 11 (+0) 11 (+0) 16 (+3)

  • Saving Throws Str +6, Con +6, Wis +2
  • Skills Intimidation +5, Perception +6
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Common, Orc
  • Challenge 5 (1,800 XP)

Aggressive. As a bonus action, the gulor can move up to its speed toward a hostile creature that it can see.

Rage. A gulor that is below half its hit point maximum flies into a berserk rage, clawing and biting madly until either it or it's opponent is dead. An enraged gulor gains +4 Strength, +4 Constitution, and -2 AC. Gulors cannot end their rage voluntarily.

Reckless. At the start of its turn, the gulor can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Keen Hearing and Smell. The gulor has advantage on Wisdom (perception) checks that rely on hearing or smell.

Actions

Multiattack. The gulor makes two attacks with its greataxe. While enraged, it makes two attacks with its claws, and one bite attack instead.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) slashing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Gulor

A gulor combines the worst features of its two progenitors, savage orc and bestial wolverine. Standing upright like an orc, the gulor possesses the claws and nasty disposition of the wolverine. Orcish skin coloration and facial features struggle for supremacy with an animalistic muzzle filled with sharp teeth and the dark brown or black flur that covers its head, lower arms, and shins. Observing these creatures in battle, it is often difficult to determine which of the two creatures it favors most.

Gulor tribes are most often found living by themselves, but occasionally work with orcs. They speak a guttural form of the orc tongue. Despite their bestial appearance, gulors are adept at weapon use and often wear scale mail armor. They enter battle weilding greataxes but often drop their weapons in favor of rending their enemies with teeth and claws, especially once their famed battle rage overcomes their sensibilities.

Credit: Encyclopaedia Arcane - Crossbreeding: Flesh and Blood by Mongoose Publishing

Haemovorid

Haemovorids are a horrid fusion of a stirge and a pixie. The stirge progenitor provides the headh structure, wings and appetite for blood, as well as a modification to the pixie's hands and feet, allowing the haemovorid to latch on to its victims yet still have the manual dexterity to accurately wield bows. As might be expected, this horrible transofrmation makes it difficult for the haemovorid to maintain the pixie's neutral good outlook. Forced to feed on the blood of living victims while maintaining its own normal intelligence, many haemovorids turn toward evil.

Since the haemovorids lose their vocal abilities during the transmutation ritual, they have developed a crude sign language that allows them to express simple ideas to one another. Haemovorids still understand all languaged they knew as pixies.

It is most often evil crossbreeders who create haemovoirds, usually because they desire easy-to-control creatures capable of spying on their enemies - a function the haemovorid, with its natural invisibility, performs with exceptional ease.

Pixies and other sprites view haemovorids as unnatural abominations to be killed on sight. This hatred is matched in full by the haemovorids, although in their case it is because the pixie represents everything that they have lose. Stirges, on the other hand, accept haemovorids amongst their ranks, failing to differentiate between themselves and the hybrid race. Haemovorids are often found lairing with stirges, seeking additional safety in numbers.

A haemovorid attacks by landing on a victim, finding a vulnerable spot and plunging its sharp proboscis into the flesh.

Variant: Haemvorid Familiar

Familiar The haemvorid can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the haemvorid senses as long as they are within l mile of each other. While the haemvorid is within 10 feet of its master, the master shares the haemvorid's Magic Resistance trait.


Haemovorid (pixie/stirge)

Tiny fey, neutral evil


  • Armor Class 14
  • Hit Points 2(1d4)
  • Speed 10 ft.; fly 35 ft.

STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 10 (+0) 12 (+1) 15 (+2)

  • Skills Perception +4, Stealth +7
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Common, elvish, sylvan
  • Challenge 1/4 (50 XP)

Magic Resistance. The haemovorid has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The haemovorid's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: druidcraft

1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the haemovorid attaches to the target. While attached, the haemovorid doesn't attack. Instead, at the start of each of the haemovorid's turns, the target loses 5 (1 d4 + 3) hit points due to blood loss. The haemovorid can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the haemovorid.

Superior Invisibility. The haemovorid magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the haemovorid wears or carries is invisible with it.


Haemovorid (sprite/stirge)

Tiny fey, neutral evil


  • Armor Class 15
  • Hit Points 2(1d4)
  • Speed 10 ft.; fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 10 (+0) 10 (+0) 13 (+1) 11 (+0)

  • Skills Perception +3, Stealth +8
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages Common, elvish, sylvan
  • Challenge 1/4 (50 XP)

Magic Resistance. The haemovorid has advantage on saving throws against spells and other magical effects.

Heart Sight. The haemvorid touches a creature and magically knows the creature's current emotional state. If the target fails a DC l0 Charisma saving throw, the haemvorid also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Actions

Claws. melee weapon attack: +4 to hit, reach 5ft, one target. Hit: 1d4 + 2 slashing damage.

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the haemovorid attaches to the target. While attached, the haemovorid doesn't attack. Instead, at the start of each of the haemovorid's turns, the target loses 5 (1 d4 + 3) hit points due to blood loss. The haemovorid can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the haemovorid.

Invisibility. The haemovorid magically turns invisible until it attacks or its concentration ends (as if concentrating on a spell). Any equipment the haemovorid wears or carries is invisible with it.

Credit: Encyclopaedia Arcane - Crossbreeding: Flesh and Blood by Mongoose Publishing


Magma Worm

Gargantuan monstrosity, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 247 (15d20 + 90)
  • Speed 50 ft.; burrow 30 ft.

STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 22 (+6) 6 (-2) 8 (-1) 4 (-3)

  • Saving Throws Con +11, Wis +4
  • Damage Resistances Bludeoning, piercing, and slashing from nonmagical weapons
  • Damage Vulnerabilities cold
  • Damage Immunities Fire
  • Senses Blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  • Languages Understands ignan but can't speak
  • Challenge 16 (15,000 xp)

Heated Body. A creature that touches the magma worm or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Tunneler. The magma worm can burrow through solid rock at half its burrow speed and leaves a 10·foot·diameter tunnel in its wake.

Actions

Multiattack. The magma worm makes two attacks, one with its bite, and one with its tail.

Bite. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the magma worm, and it takes 21 (6d6) acid damage at the start of each of the magma worm's turns. If the magma worm takes 30 damage or more on a single turn from a creature inside it, the magma worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the magma worm. If the magma worm dies, a swallowed creata ure is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail Slam. Melee Weapon Attack: +9 to hit, reach 10ft., one creature. Hit: 19 (3d6 + 9) bludgeoning damage, and the target must make a DC 19 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire , the target takes 7 (2d6) fire damage at the start of each of its turns.

Magma Worm

Magma worms are impressive creatures, amalgamating the size and general build of a purple worm with the coloration and elemental abilities of a fire snake (although they lack the purple worm's poisonous tail spike). Magma worms make their homes deep undergrond, burrowing through earth and stone with equal ease and can often be seen swimming in magma flows.

Magma worms are often created as opportunistic guardians. Because a magma worm is more intelligent than purple worms, they actually make excellent guard beasts for their creators. The problem is controlling these massive creatures. Most often, wizards employ the use of a dominate monster spell to control the beasts during a battle.

The size of the progenitor creatures involved in the hybridisation of a magma worm - specifically of the purple worm - causes additional difficulties to the crossbreeder. This particular fusion is most often performed deep underground, in a specially modified cavern equipped as a laboratory. After all, it is often much easier building a laboratory deep underground where the purple worm is most often found than finding a way to safely (and probably secretly as well) capture and transport such a creature to a laboratory on the surface world. Some crossbreeders even take this one step farther and build their laboratories in air-filled pockets upon the Elemental Plane of Earth. From ther, a fire snake can be beckoned from its home in the Elemental Plane of Fire, and the transmutation ritual can commence.

Credit: Encyclopaedia Arcane - Crossbreeding: Flesh and Blood by Mongoose Publishing

Maleficore

A cross between a manticore and a medusa.

Mud Elemental

Mud elementals are a fusion of earth and water elementals. Their roughly humanoid bodies are composed of thick, slimy mud that leaves tarces behind when the creature walks. Mud elementals speak both Aquan and Terran but rarely choose to do so. When they speak, their voices are accompanied by the sounds of bubbles of mud popping.

Through a mud elemental moves slowly and ponderously, it is a ruthless opponent. It can travel through solid ground or stone as easily as humans walk on earth's surface, but cannot swim. Mud elementals must either walk around a body of water or go through the ground underneath it, as immersion in water dissolves their muddy bodies.

Credit: Encyclopaedia Arcane - Crossbreeding: Flesh and Blood by Mongoose Publishing


Mud Elemental

Large Elemental, neutral


  • Armor Class 15
  • Hit Points 120 (12d10 + 54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 19 (+4) 5 (-3) 10 (+0) 6 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities Poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Aquan, Terran
  • Challenge 5 (1,800 XP)

Mud Form The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Hit: The creature is grappled (escape DC 15). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

 

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