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Copyright © 2001 Sean K Reynolds. All rights reserved. This monster template is also available in Microsoft Word format.
Some creatures suffer mutations, giving birth to
two-headed offspring. These creatures often are tougher than normal creatures
of their kind and grow to become a new strain of monster.
Whether arising from intentional experimentation
by mages or accidental creation by strange magical fields, two-headed mutants
may pop up almost anywhere. Assuming its parents don't kill it outright,
a two-headed mutant is tougher, more adept in combat, and more resistant
to some magic than a normal creature of its kind. Creatures such as the
ettin, amphisbaena (venomous snake with a head on each end), and even the
hydra may be end products of this sort of mutation.
A two-headed mutant looks like a normal variety
of its kind of creature, except that it has a second head, normally attached
in the same general area as the head of a normal creature (for example,
the two-headed mutant of a humanoid would have two necks sprouting from
its upper torso, each with its own head). In some cases (such as for creatures
with more symmetric or unusual bodies) the head may appear elsewhere, such
as on the end of the tail (as is the case with the amphisbaena). In some
two-headed mutants the second head is noticeably different from the first
one (smaller, miscolored, and so on), but normally it is a normal head
for the creature.
Some accidental two-headed mutants born of humanoid
parents are left to die in the wilderness after they are born but end up
being rescued by evil creatures, mad wizards, or strange cultists, where
they may be raised with the intention of being sacrificed upon reaching
adulthood. The lucky ones either escape their captors to live in remote
places or somehow prove their worth to their captors and earn a place for
themselves among their new family.
A two-headed mutant normally learns whatever languages
its parents speak.
Creating a Two-Headed Mutant
"Two-headed mutant" is a template that can be added to any creature
with a discernable anatomy and an obvious head or head-like part of its
body (referred to hereafter as the "base creature"). For example, elementals
and most plants cannot become two-headed mutants, nor can phasms (which
lack a true head in their natural form). Creatures that are little more
than a head with small limbs (such as a vargouille) cannot use this template.
If a humanoid, the creature's type changes
to "monstrous humanoid," if an animal its type changes to "beast," It uses
all of the base creature's statistics and special abilities except
as noted here.
Speed: As the base creature.
AC: Natural armor improves by +1.
Attacks: Same as the base creature. If the
creature has a bite attack or an attack that originates from the creature's
head (such as a stirge's touch attack), it gains an extra attack of this
type at the same attack bonus for that attack. Note that many of the monsters
presented in the Monster Manual and other sources use weapons that
are one size category larger than their own size and weild them two-handed;
if you give them two weapons with this template, remember to give them
weapons appropriate to their size and do not give them the x1.5 Str bonus
since they won't be using them two-handed.
Special Attacks: As the base creature. If
the base creature has a special attack based on some part of its head or
neck (such as a poisonous bite, or a gaze attack), each head can use that
ability each round. Spells and spell-like abilities are not duplicated
in this manner (a base creature that can cast a spell as a spell-like ability
once per day could not cast it twice per day if it were a two-headed mutant),
nor are any abilities that originate from elsewhere within the body and
are deployed through its head, such as breath weapons (which usually are
depicted as originating in the lungs and invoked by an inhalation).
Special Qualities: A two-headed mutant retains
all of the special qualities of the base creature and also gains the following:
Dual Mind (Ex): The mutant has two brains,
so for all mind-affecting attacks the mutant counts as two separate creatures.
If a spell or effect can only affect one of the creature's heads (such
as a charm monster spell, which affects a single target), the unaffected
head takes control of the entire body. In these situations, the affected
head becomes inert for combat purposes (losing its extra bite attack, if
any), and the creature temporarily loses its Dual Reflexes ability. Even
if one head is charmed or dominated, the creature does not attack itself
or split its attacks between its normal opponents and those chosen by its
controller. In effect, mind-affecting attacks must affect both heads in
order to achieve the normal result (casting two successful charm monster
spells on a two-headed mutant brings it fully under the control of the
caster and allows it to use all of its abilities).
Dual Reflexes (Ex): The creature's two heads
each control half of its limbs. This means that the creature acts as two
creatures for the purposes of making attacks and attacks of opportunity.
This has three effects.
First (assuming a creature with two hands that use
weapons), this means that it may attack with a weapon in each hand, and
does not suffer an attack or damage penalty for doing so. In effect, the
left and right hands each attack at the creature's normal base attack bonus
(without any penalties for fighting with two weapons). If the creature's
base attack bonus would allow it iterative attacks with its first limb,
the second limb does as well.
Second, the creature may make one more attack of
opportunity per round than normal, but this extra attack must be with a
different limb than any previous attacks of opportunity. For example, a
two-headed mutant ogre could make an attack of opportunity with its left
club, and if another attack of opportunity was provoked later that round,
the ogre could use the weapon in its right hand to make another attack
of opportunity. If the creature has the Combat Reflexes feat, the additional
attacks of opportunity from that feat may be taken with either limb in
any combination, and the creature still gains its extra attack of opportunity
from this ability (so a creature with a 16 Dexterity could make up to 5
attacks of opportunity per round--1 normally, 1 from this ability,
and 3 from the Combat Reflexes feat).
Third, if the creature has the ability to cast spells
or use spell-like abilities, it may use one head and one arm (for somatic
components) to cast spells and still make a single attack with its other
arm (coordinated by the other head) in the same round. The creature must
make a Concentration check (DC 10 + spell level) to successfully use the
spell or spell-like ability.
Saves: Same as the base creature.
Abilities: Same as the base creature.
Skills: Same as the base creature.
Feats: Same as the base creature.
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Climate/Terrain: Same as the base creature and underground.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +1.
Effective Character Level Modifier: +1.
Treasure: Same as the base creature.
Alignment: Often same as the base creature.
Advancement: Same as the base creature.
This example uses an ogre as the base creature (the result: a small ettin).
Dron, two-headed mutant ogre
Large Giant
Hit Dice: 4d8+8 (26 hp)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 17 (-1 size, -1 Dex, +6 natural, +3 hide)
Attacks: 2 greatclubs +8 melee; or 2 longspears +1 ranged
Damage: Greatclubs 1d10+5; or longspears 1d8+5
Face/Reach: 5 ft. by 5ft./10 ft.
Special Qualities: Darkvision 60 ft., dual mind, dual reflexes
Saves: Fort +6, Reflex +0, Will +1.
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
Skills: Climb +4, Listen +2, Spot +2.
Feats: Weapon Focus (greatclub)
------
Challenge Rating: 3
Alignment: Chaotic evil
Gronk, two-headed mutant hill giant
Large Giant
Hit Dice: 12d8+48 (102 hp)
Initiative: -1 (Dex)
Speed: 40 ft.
AC: 21 (-1 size, -1 Dex, +10 natural, +3 hide)
Attacks: 2 greatclubs +16/11 melee; or 2 rocks +8/+3 ranged
Damage: Greatclubs 1d10+7; or rock 2d6+7
Face/Reach: 5 ft. by 5ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Darkvision 60 ft., dual mind, dual reflexes,
rock catching
Saves: Fort +12, Reflex +3, Will +4.
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7.
Skills: Climb +9, Jump +9, Spot +4.
Feats: Weapon Focus (greatclub)
------
Challenge Rating: 8
Alignment: Chaotic evil
Two-headed mutant displacer beast
Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 17 (-1 size, +2 Dex, +6 natural)
Attacks: 2 tentacles +9 melee, 2 bites +4 melee
Damage: Tentacle 1d6+4, bite 1d8+2
Face/Reach: 5 ft. by 10ft./10 ft. (15 ft. with tentacles)
Special Qualities: Displacement, dual mind, dual reflexes, resistance
to ranged attacks
Saves: Fort +8, Reflex +7, Will +3.
Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8.
Skills: Hide +12, Listen +3, Move Silently +7, Spot +6.
Feats: Alertness, Dodge.
------
Challenge Rating: 5
Alignment: Lawful evil
Amphisbaena (two-headed mutant huge viper snake)
Huge Beast
Hit Dice: 4d8 (22 hp)
Initiative: +4 (Dex)
Speed: 20 ft., climb 20 ft., swim 20 ft.
AC: 16 (-2 size, +4 Dex, +4 natural)
Attacks: 2 bites +5 melee
Damage: Bite 1d4 and poison
Face/Reach: 15 ft. by 15ft. (coiled)/10 ft.
Special Attacks: Poison (DC 13, initial and secondary damage
1d6 Con)
Special Qualities: Dual mind, dual reflexes, scent
Saves: Fort +5, Reflex +8, Will +2.
Abilities: Str 10, Dex 19, Con 13, Int 1, Wis 12, Cha 2.
Skills: Balance +12, Climb +12, Hide +3, Listen +9, Spot +9.
Feats: Weapon Finesse (bite).
------
Challenge Rating: 4
Alignment: Neutral