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Fused Aberration Template

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Fused aberrations are the creations ofchaositech surgeons, usually those interested in experimentation and discovery, with no respect for life or nature.These efforts are sometimes the handiwork ofchaos cultists,who forge new beasts simply to spread chaos and destruction in the world.Fused aberrations are the result oftwo different creatures forcibly melded together into one creature with a single mind.Often,the resulting creature is insane,nothing but a furious engine of destruction.The creation process involves literally taking apart the two creatures and adding together bits ofeach ofthem to create a single entity (spare parts are discarded).The patchwork beast usually shows significant crude stitching or metal staples holding its body parts together.

The Difficulty Class to perform the procedure to create a fused aberration is 25 +1 per each creature’s Hit Dice.The cost in materials is 3,000 gp per each creature’s Hit Dice.

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Creating a Fused Aberration

“Fused aberration” is a template that one can add to any two corporeal creatures.A fused aberration uses a fusion ofthe two base creature’s statistics and special abilities,as noted here.

Size and Type: The creature’s type changes to aberration.Take the size of the larger ofthe two creatures and increase it by one category,unless the other creature is more than one size category smaller than the larger.In that case,use the size ofthe larger ofthe two.

Hit Dice: Use the greater ofthe two creatures’ Hit Dice,and add halfthe Hit Dice ofthe lesser creature.All Hit Dice become d8s.

Speed: Take the worse ofthe two base creatures’ movement rates and reduce it by 10 feet.Ifone or both of them have alternate movement modes (burrowing,flying,etc.),the fused aberration possesses all those modes,each with a penalty of–10 feet.Flying maneuverability rating (ifany) worsens by one category.

Armor Class: Take the better ofthe two base creatures’ natural armor bonuses and add +2.

Attack: Use the creature’s new Hit Dice total to recalculate base attack bonus equal to three-quarters Hit Dice.Take all attack forms from both creatures and apply them to the fused aberration.Duplicate attack forms are duplicated (so if both creatures have two claw attacks,the fused aberration has four claw attacks).

Special Attacks: A fused aberration retains all the special attacks ofboth base creatures.

Special Qualities: A fused aberration retains all the special qualities ofboth base creatures.

Saves: Recalculate saves based on the new Hit Dice total; the fused aberration possesses good Will saves.

Abilities: Use the better ofeach ofthe two creatures’ ability scores to determine each one.Alter the result as follows: Strength +2,Dexterity –2,Constitution +2,Intelligence –2, Wisdom –6,and Charisma –4.

Skills: Give the creature the better ofthe two skill sets (for simplicity,use all the skills and skill bonuses from one creature or the other).

Feats: The fused aberration gains the feats ofboth base creatures.

Environment: Any

Organization: Solitary

Challenge Rating: Use the table in Chapter Three: Adventures ofthe DMG for determining the Encounter Level ofmultiple creature encounters to figure the Challenge Rating ofthe fused aberration,using the Challenge Ratings ofboth base creatures.At minimum,the Challenge Rating should be 1 higher than the higher ofthe two creatures’ rating.

Alignment: Always chaotic neutral

Level Adjustment: Add +1 to the higher ofthe two creatures’ level adjustments.

Sample Fused Aberration

As an example ofthe fused aberration template,here’s a new creature based on the basilisk and giant owl for you to drop into your game.

Basilisk/Giant Owl Fused Aberration

Huge Aberration Hit Dice: 8d8 + 24 (60 hp) Initiative: +2 Speed: 10 feet,fly 70 feet (clumsy) Armor Class: 19 (–2 size,+2 Dexterity,+9 natural),touch 10, flat-footed 17 Base Attack/Grapple: +6/+19 Attack: Bite +11 melee (1d8+5) Full Attack: Bite +11 melee (1d8+5),2 claws +6 melee (1d6+2) and bite +6 melee (1d8+2) Space/Reach: 15 feet/15 feet (Face/Reach 10 feet × 10 feet/15 feet) Special Attacks: Petrifying gaze Special Qualities: Darkvision 60 feet,superior low-light vision

Chapter Five: Chaos Slaves 89 Saves: Fortitude +2,Reflex +4,Will +6 Abilities: Strength 20,Dexterity 15,Constitution 17,

Intelligence 8,Wisdom 8,Charisma 7 Skills: Knowledge (nature) +2,Listen +17,Move Silently +8*,

Spot +10 Feats: Alertness,Blind-Fight,Great Fortitude,Wingover

Environment: Any Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Always chaotic neutral Advancement: N/A Level Adjustment: —

* When in flight,it gains a +8 bonus on Move Silently checks.

There is no mistaking this creature for anything other than the product ofterrible science and forbidden lore gone wrong.The basilisk/giant owl fused aberration squawks and screams continually,flapping and stomping in unceasing pain and anger.It keeps no lair and cares for no young.It lives only to kill and destroy.

Portions ofthis creature are covered with dull brown and yellowish scales,but it sports patches covered with brown and white feathers as well.The creature has eight legs,with its forelegs ending in birdlike talons;the other legs are more reptilian.From its back,two feathered wings hang at an awkward angle.Like most fused aberrations,it has two heads:a flat,reptilian head on a short neck low on the body,and a feathered owl-like head above it and slightly to one side.The body measures about 12 feet long,not including its tail,which can reach an additional length of5 to 7 feet.It has a wingspan of20 feet.The creature weighs about 600 lbs.

COMBAT This monstrosity relies on its gaze attack,entering melee only when opponents come within reach.It uses its wings to keep away from foes as long as it can,preferring to smash their petrified forms only after all ofthem are turned to stone.

Petrifying Gaze (Su): Turn to stone permanently,range 30 feet;Fortitude (DC 12) negates.The save Difficulty Class is Charisma based.It is immune to its own gaze attack.

Superior Low-Light Vision (Ex): The creature can see five times as far as a human can in dim light.

Skills: This aberration enjoys a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.

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