Groups of half-dimetrodons or specific individuals should be generated through the following stages.
Basic Body Type
1 - Hominid (walks on two legs at a rate of 120, 2 HD)
2 - Dimetrodon (walks on all fours at a rate of 180, 4 HD)
3 - Amalgam (walks awkwardly after extended periods either way, so switches; moves at 90, 3 HD)
1 - Hominid (no advantages)
2 - Dimetrodon (poor eyesight means they are surprised on a 1-4; can bite for 1d6 damage)
3 - Amalgam (can bite for 1d3 danage)
1 - Hominid (can wield weapons and manipulate objects; if the basic body type is dimetrodon only one-handed melee weapons can be used, at -2 to hit)
2 - Dimetrodon (can scratch for 1d4 damage; if the basic body type is dimetrodon the creature can rear up to scratch)
1 - Balancing only
2 - Whip tail (can attack for 1d4 damage)
1 - Small sail (no benefit)
2 - Medium sail (1 in 3 chance that melee or missile attacks hit the sail for only 1 hp damage)
3 - Large sail (1 in 2 chance that melee or missile attacks hit the sail for only 1 hp damage)
1 - Green (can pass without trace 1/day)
2 - Yellow (can cast confusion 1/day)
3 - Brown (can summon insects 1/day)
4 - Orange (can cast slow 1/day)
5 - Red (can produce fire 1/day)
6 - Unusual (purple, blue, black, white - randomly select or choose a 4th-level druid or magic-user spell)
The pattern is solid, spotted, swirls, or stripes (roll a d4); this decoration is a paler or darker iteration of the skin colour.
Dimetrodon hybrids have AC 14. They can use their sail movements to communicate simple concepts at a distance. They resist all heat attacks.