Imperfect Hybrid (3.5e Template)

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Author: Spanambula (talk)
Date Created: 29 February 2016
Status: Complete
Editing: Clarity edits only please
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Imperfect Hybrid[edit]

Sometimes when you try to combine two races, the results are less impressive than you'd hoped. Ah well...

While the Perfect Hybrid seamlessly combines two different species, gaining the strengths of both in a glorious fusion of power, sometimes the combination attempt just doesn't take completely and the Imperfect Hybrid is what remains. These creatures are sometimes killed, and sometimes released out into the wild to fend for themselves, often shunned as abominations. Sometimes the results look completely normal except for a few odd details, and sometimes both races show up in equal measure.

Creating an Imperfect Hybrid[edit]

Imperfect Hybrid is an acquired or inherited template that can be applied to any corporeal creature, combining any two races of ECL 2 or less, hereafter referred to as the parent creatures.

Size and Type[edit]

Choose one parent race's size and type. This counts as the primary race. You count as having the other parent's racial type and subtypes as though you possessed the mixed blood trait.

Hit Dice[edit]

You retain whatever LA or racial hit dice the primary race possesses.


You keep the base land speed of the primary race. If either race possesses other forms of movement, you gain them at half the normal speed for that race. If either race possesses flight, the maneuverability decreases by one step, to a minimum of clumsy.

Special Attacks[edit]

The imperfect hybrid loses any special attacks, spell-like or psi-like abilities usable 3/day or less. If either race possessed at-will spell-like or psi-like abilities, you instead gain them 3/day, with a caster level equal to ½ your HD.

Racial Traits[edit]

Any immunities possessed by primary race become a racial bonus to saves against that effect or element equal to ½ HD, minimum +2. Any immunities possessed by the secondary race become a flat +2 racial bonus on saves against them. Existing resistance bonuses from both races are halved.

In addition to the above, the imperfect hybrid may gain up to two racial traits of the secondary race by losing the same number of racial traits of the primary race. You may not gain bonus feats in this manner, though you may choose to lose one from the primary race. You may not replace negative traits of the primary race such as light sensitivity or vulnerability to a damage type. If the primary creature's size is larger than Medium, you may not select Powerful Build if possessed by the secondary race.


The imperfect hybrid's physical body is often riddled with genetic abnormalities and the occasional partially formed organ, taking a -2 to their Constitution. All other ability score modifiers from the primary race remain unchanged. Imperfect hybrids gain some benefit from the ability scores changes of the secondary race, if one race has a +2 and the other has a -2 to the same ability, they cancel each other out.


Racial skill bonuses or bonus skill points from both races are gained, but at one-half the normal value, to a minimum of 0. Overlapping skill bonuses do not stack, but you may choose the better value.


The imperfect hybrid retains any bonus feats from the primary race unless you choose to discard them for a racial trait from the secondary race.

Challenge Rating[edit]



One-half normal


Imperfect hybrids tend towards chaotic alignment due to their abnormalities, but may be of any alignment available to either parent race.


By HD or character class

Level Adjustment[edit]


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AuthorSpanambula +
CR0 +
Identifier3.5e Template +
Level Adjustment0 +
Rated ByLeziad +
RatingRating Pending +
SummarySometimes when you try to combine two races, the results are less impressive than you'd hoped. Ah well... +
TitleImperfect Hybrid +