So long story short, in my world dragons were hunted out, and during the 'dying of dragons', the last of them shapeshifted into various animals and mated with them, spreading their draconic seed around the world, which is now populated with dragon beast hybrids.
Simple explanation is that each creature is just a 'halfway' between the animal and the dragon. I.e the halfway point between the lowest and highest score (usually the beast and the dragon respectively) on all scores such as AC, HP, Ability scores, to hit and damage scores.
This explanation should be enough for most DM's to play around with, as the setting and situation will dictate what creatures make sense.
However, if anyone some actual rules.
All dragon hybrids have wings, patches of scales on their backs, heads, and haunches. They have slit pupils and split tongues. Only adult and ancient dragon hybrids have lair powers.
Percentiles for Colour
1-80 = Chromatic 81-100 = Metallic
1-20 - Red / Gold 21-40 Green /Brass 41-60 Blue / Bronze 61-80 White / Silver 81 -100 Black / Copper
Formula for finding middle point for hybrid creatures.
N= the larger number n= the smaller number
N- ( (N-n) /2 )
That is, minus the smaller number from the bigger number. Divide this number by two (round up to the nearest whole number, or 5ft for calculating range/distance), then subtract that number from N.
For HP: find the middle point between the average HP for both creatures, then create this average using the Dragon's hit dice, with the smallest possible modifier to achieve this average.
Ability Bonuses (Perception, Stealth etc): Use the above formula. If one creature does not have that ability, simply use 0 for n.
Attacks: All creatures keep their own attacks and abilities (Bite/Ram/Claw/Hooves/Tail etc). They also gain any ranged attacks such as breath attacks, wing buffets etc that the dragon has*. They may gain any 'multi attack' abilities the dragon has, at -1 attacks per round. (Meaning they usually only get two attacks.)
First, use the formula to compute the midway point for the melee attacks. (to hit bonuses and average damage). When doing so, find the midway between the least damaging attacks each creature has, and then the most damaging attacks.
Once the new average damage(s) for the melee attacks have been calculated, use the weakest one to calculate the hybrids ranged attack damage by finding the middle point between this number and the dragon's ranged attack.
*The DC for the ranged attack is -3 for Wymlings, -2 for Young, -1 for Adult, -0 for Ancient.
If either creature only has one melee attack, and the other has more, then simply use the one attack for both calculations.
Movement. The beast gains whatever movement types (and abilities such as amphibian) that the dragon has. If the beast does not have those movement types, then when calculating speeds for the hybrid, apply the formula using the beasts normal movement speed - 10 as your 'n'.
i.e. A rat with walking speed 40 hybridized with a Wyrmling with 80 feet flying, gets 80 - ( (80-(40-10))/2) = 80 - (50/2) = 80 - 25 = 55.
If the creature could already fly, then the hybrid can fly as normal. If the beast did not have wings originally, then the creature cannot keep itself aloft for a long, and can only take long leaps up to its speed, or fly vertically their speed, out of reach of melee attacks, until their next turn.
Challenge Rating: Again, find the middle point. However, since their are fractional challenges, the above formula may be a little skewy. However, findig the halfway point between the challenge ratings of the beast and the dragon is simply counting the number between the 'challenge levels' and dividing by two (round up or down depending on how challenging you think the creature is to your party) and subtract that number from the dragons CR.
If there is anything I haven't thought of, please let me know!
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Claws.Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d4 +1 slashing damage.
Acid Breath (Recharge 6). The dragon exhales acid in a 5-foot line that is 5 feet wide. Each creature in that line must make a DC 9 Dexterity saving throw (or contest), taking 4 (2d4) acid damage on a failed save, or half as much damage on a successful one.
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
Amphibious. The green dragon-rat can breathe air and water.
Actions
Bite.Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage plus 1 poison damage.
Poison Breath (Recharge 5–6). The green dragon-rat exhales poisonous gas in a 5-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+1 piercing damage. plus 1 (1d2) cold damage.
Cold Breath (Recharge 6). The white dragon dragon exhales an icy blast of hail in a 5-foot cone. Each creature in that area must make a DC 10 Constitution saving throw, taking 4 (2d4) cold damage on a failed save, or half as much damage on a successful one.
I think this is a super cool idea. But it means that every half dragon beast will be intelligent enough for speech, right? That’s just a weird side effect that I’d noticed
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Hey good point, I think I might have to take that away, and just note that while they are intelligent creatures, they havent developed languages, or lack the biological mechanics for complex vocalisations (Think apes or ravens or octopi who can be taught sign language and show themselves to be very intelligent, but don't have language as such.
I was just noticing the problem with taking away lair and regional effects for hybrids messes with the CR of the creature.
I am thinking of giving a reduced version of lair and regional effects to only those hybrids of adult hybrids and older, (most of them won't have official lairs as such). Trying to work out how to do so...
So far my thoughts are 'half the area of the regional effects, half the stats of any creatures that are brought about, the distance or damage incurred by sinkholes or other regional dangers. Afterwards it gets a bit blurry.
Also if there are any other screwy bits you see, please let me know. Have play tested the Dog and Rat hybrid and found no breaks yet. I think making the lair and regional effects work easily will be the biggest challenge. I could just get rid of them completely, but then I'll need to fix the CR problem.
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So long story short, in my world dragons were hunted out, and during the 'dying of dragons', the last of them shapeshifted into various animals and mated with them, spreading their draconic seed around the world, which is now populated with dragon beast hybrids.
Simple explanation is that each creature is just a 'halfway' between the animal and the dragon. I.e the halfway point between the lowest and highest score (usually the beast and the dragon respectively) on all scores such as AC, HP, Ability scores, to hit and damage scores.
This explanation should be enough for most DM's to play around with, as the setting and situation will dictate what creatures make sense.
However, if anyone some actual rules.
All dragon hybrids have wings, patches of scales on their backs, heads, and haunches. They have slit pupils and split tongues. Only adult and ancient dragon hybrids have lair powers.
Percentiles for Colour
1-80 = Chromatic
81-100 = Metallic
1-20 - Red / Gold
21-40 Green /Brass
41-60 Blue / Bronze
61-80 White / Silver
81 -100 Black / Copper
Formula for finding middle point for hybrid creatures.
N= the larger number
n= the smaller number
N- ( (N-n) /2 )
That is, minus the smaller number from the bigger number. Divide this number by two (round up to the nearest whole number, or 5ft for calculating range/distance), then subtract that number from N.
For HP: find the middle point between the average HP for both creatures, then create this average using the Dragon's hit dice, with the smallest possible modifier to achieve this average.
Ability Bonuses (Perception, Stealth etc): Use the above formula. If one creature does not have that ability, simply use 0 for n.
Attacks: All creatures keep their own attacks and abilities (Bite/Ram/Claw/Hooves/Tail etc). They also gain any ranged attacks such as breath attacks, wing buffets etc that the dragon has*. They may gain any 'multi attack' abilities the dragon has, at -1 attacks per round. (Meaning they usually only get two attacks.)
First, use the formula to compute the midway point for the melee attacks. (to hit bonuses and average damage). When doing so, find the midway between the least damaging attacks each creature has, and then the most damaging attacks.
Once the new average damage(s) for the melee attacks have been calculated, use the weakest one to calculate the hybrids ranged attack damage by finding the middle point between this number and the dragon's ranged attack.
*The DC for the ranged attack is -3 for Wymlings, -2 for Young, -1 for Adult, -0 for Ancient.
If either creature only has one melee attack, and the other has more, then simply use the one attack for both calculations.
Movement. The beast gains whatever movement types (and abilities such as amphibian) that the dragon has. If the beast does not have those movement types, then when calculating speeds for the hybrid, apply the formula using the beasts normal movement speed - 10 as your 'n'.
i.e. A rat with walking speed 40 hybridized with a Wyrmling with 80 feet flying, gets
80 - ( (80-(40-10))/2) =
80 - (50/2) =
80 - 25 = 55.
If the creature could already fly, then the hybrid can fly as normal. If the beast did not have wings originally, then the creature cannot keep itself aloft for a long, and can only take long leaps up to its speed, or fly vertically their speed, out of reach of melee attacks, until their next turn.
Challenge Rating: Again, find the middle point. However, since their are fractional challenges, the above formula may be a little skewy. However, findig the halfway point between the challenge ratings of the beast and the dragon is simply counting the number between the 'challenge levels' and dividing by two (round up or down depending on how challenging you think the creature is to your party) and subtract that number from the dragons CR.
If there is anything I haven't thought of, please let me know!
Eg.
Made from wyrmlings
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d4 +1 slashing damage.
Acid Breath (Recharge 6). The dragon exhales acid in a 5-foot line that is 5 feet wide. Each creature in that line must make a DC 9 Dexterity saving throw (or contest), taking 4 (2d4) acid damage on a failed save, or half as much damage on a successful one.
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
Amphibious. The green dragon-rat can breathe air and water.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage plus 1 poison damage.
Poison Breath (Recharge 5–6). The green dragon-rat exhales poisonous gas in a 5-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4+1 piercing damage. plus 1 (1d2) cold damage.
Cold Breath (Recharge 6). The white dragon dragon exhales an icy blast of hail in a 5-foot cone. Each creature in that area must make a DC 10 Constitution saving throw, taking 4 (2d4) cold damage on a failed save, or half as much damage on a successful one.
I think this is a super cool idea. But it means that every half dragon beast will be intelligent enough for speech, right? That’s just a weird side effect that I’d noticed
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Hey good point, I think I might have to take that away, and just note that while they are intelligent creatures, they havent developed languages, or lack the biological mechanics for complex vocalisations (Think apes or ravens or octopi who can be taught sign language and show themselves to be very intelligent, but don't have language as such.
I was just noticing the problem with taking away lair and regional effects for hybrids messes with the CR of the creature.
I am thinking of giving a reduced version of lair and regional effects to only those hybrids of adult hybrids and older, (most of them won't have official lairs as such). Trying to work out how to do so...
So far my thoughts are 'half the area of the regional effects, half the stats of any creatures that are brought about, the distance or damage incurred by sinkholes or other regional dangers. Afterwards it gets a bit blurry.
Any thoughts??
Also if there are any other screwy bits you see, please let me know. Have play tested the Dog and Rat hybrid and found no breaks yet. I think making the lair and regional effects work easily will be the biggest challenge. I could just get rid of them completely, but then I'll need to fix the CR problem.