CREATING A HYBRID
"Hybrid" is a template that combines two creatures into one hybrid creature. The template can be added to two creatures of any size or type. You must decide which of the two creatures will the "primary" and "secondary" creature. Primary basicly means the creature that will be the most genetically dominant in the hybrid, the secondary creature is the creature that the primary creature takes features from. The creatures type is the same as the primary creatures. If the primary creature has any subtypes, it keeps them. If the secondary creature has more than one subtype, it must half the amount it retains (rounding down). The creature is only incorporeal if the primary creature is. It is otherwise the same as the two base creatures except as noted below. NOTE: The DM and players need to use their own common sense when rules contradict, as this is intentional. Imagine a Halfling Minotaur hybrid. The Halflings size changes because of the template, so edit the AC accordingly for any rule contradictions.
Size: The size is the same as the primary creature. However for every two size categorarys smaller or larger the secondary creature is, the size must be accordingly by one level. For example, a Halfling (primary) Minotaur (secondary) hybrid would be medium-sized. Since the Halfling is small and the Minotaur is large. Note that the Halflings size AC bonus is gone, because it is now medium-sized.
Hit Dice: The same as the primary creature. However for every 5 more or less Hit Die the secondary creature has, the hybrid gains or loses 1 Hit Die. For example, the Halfling Minotaur hybrid would have 2 Hit Die. Since the Halfling has 1 HD and the Minotaur 6 HD.
Speed: The same as the primary creature. However for each extra 20 ft. the secondary creature moves, the hybrid gains and extra 10 ft. If the secondary creature has any Fly or Swim speeds, the hybrid gains them but with a -10 ft., assuming its more than 10 ft, if thats the case leave the speed as it it.
AC: The same as the primary creature. However for every innate AC bonus the secondary creature has e.g. natural, deflection, etc. not armor and dexterity unless it specifically applies, the hybrid gains half of the bonus amount (rounding up). For example, the Halfling Minotaur hybrid, lets say the primary Halfling had an AC of 14 (average for a Halfling as shown in the Monster Manual, plus the fact that the template has made it medium-sized) and the Minotaur has a natural AC bonus of +5, being a secondary creature this changes to +3. So its AC is 17.
Attacks and Damage: The same as the primary creature. However if the secondary creature has natural attacks and the primary creature doesn't, it gains those attacks, with -2 to damage, same goes if the only the primary creature had natural attacks. However if both primary and secondary creature have natural attacks, use the same method above, meaning it gains more attacks but a little less damage, as long as the hybrid is capable of delivering those attacks, which is the DMs discretion really. For example, the Halfling Minotaur has a gore attack causes 1d8 damage. The Halfling have no natural attacks, but the minotaur has a gore attack that causes 1d8+2 damage.
Special Attacks: The hybrid gains half of the primary creatures special attacks (rounding up) and half of the secondary creatures special attacks (rounding down) of your choice, also take into account any size or type changes that might apply. If only the primary or secondary creature had special attacks, just allow those, assuming its capable of delivering the attack. Like above, all damage is given a -2. For example, the Halfling Minotaur has a Charge attack that deals 4d6+4. Because the Halfling has no special attacks (not counting the racial traits, as in the Monster Manual) and the Minotaur has a charge attack dealing 4d6+6 damage.
Special Qualities: Use the same method as the Special Attacks.
Saves: The same as the primary creature, plus for every extra 2 any save above or below that of the secondary creatures, it gains an extra +1 to that save. For example, the Halfling Minotaur hybrid has the following saves.
Because the Halflings stats were Fort +3, Ref +2 and Will +1 (average Halfling, as in the Monster Manual) and Minotaurs stats were Fort +6, Ref +5, Will +5, giving the Halflings stats a +1, +1 and +2 bonuses on the saves.
Abilities: The same as the primary creature, However for each 2 levels higher or lower in rank each of the secondary creatures abilities are, the primary creatures abilities gain or lose levels accordingly. For example, the Halfling Minotaur hybrid has the following abilities.
Because the Halfling has ability scores of 8, 13, 10, 11, 11 and 11 and the Minotaur has ability scores of 19, 10, 15, 7, 10 and 8, giving the Halfling bonuse's (and penalties) of +5, -1, +2, -1, +0 and -1.
Skills: A hybrid gains skill points as a non-class version of its type and Hit Dice. If the primary creature advances by character class, it gains skill points for class level normally. If the secondary creature has any racial skill bonuses, the hybrid gains half of them (rounding up).
Feats: A hybrid gains feats as a non-class version of its type and Hit Dice. If the primary creature advances by character class, it gains feats for class level normally.
Climate/Terrain: Same as primary creature.
Organization: Same as either primary or secondary creature, whichever use the smaller number ranges.
Challenge Rating: Same as primary creature, but for every 4 levels higher or lower in CR the secondary creature has, the hybrid gains or loses 1 point in CR.
Treasure: Same as primary creature.
Alignment: Same as primary creature.
Advancement: Same as primary creature.
SAMPLE HYBRID CREATURE
Here is an example of hybrid that uses a 1st level Halfling warrior (primary) and a Minotaur (secondary) as the base creatures.
Medium-sized Humanoid (Halfling)
Hit Dice: 2d8 (9 hp)
Initiative: +1 (Dex)
Speed: 20 ft.
AC: 17 (+1 Dex, +3 studded leather, +3 natural)
Attacks: Longsword +2 melee, or heavy crossbow +3 ranged and gore +4 melee
Damage: Longsword 1d8; or heavy crossbow 1d10 and gore 1d8.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Charge 4d6+4, Halfling traits
Special Qualities: Scent, Halfling traits
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 13, Dex 12, Con 12, Int 10, Wis 11, Cha 10
Skills: Climb +0, Hide +5, Jump +0, Listen +5, Move Silently +3, Search +2 and Spot +2
Feats: Weapon Focus (longsword)
Climate/Terrain: Any land and underground
Organization: Solitray or gang (2-4)
Challenge Rating: 2
Alignment: Usually neutral
Advancement: By character class