I'm currently running an Eberron campaign in which aberrations play a big role (the PCs accidentally helped release a daelkyr from imprisonment, and now they're trying to figure out how to put him back). My players seem to enjoy it, but as a DM this is slightly unsatisfying - because aberrations are, as a creature type, pretty anemic (only one good save, middling BAB, bad skills).
So, I got to thinking. What about making a template that would make aberrations a little better? Since most aberrations in Eberron are connected to the outer plane Xoriat (aka the Far Realm), I figured I'd upgrade some of them to outsiders with this template:
[Smallcaps]Aberrant outsider[/smallcaps][/B]
Aberrant outsider is an inherited template that can be added to any aberration (referred to hereafter as the base creature). An aberrant outsider uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature's type changes to outsider with the Aberrant subtype. Size is unchanged.
Base Attack/Grapple: The creature gains good base attack bonus (BAB=HD). This also affects the creature's grapple bonus and his attack bonuses.
Special Qualities: The creature gains the Aberrant blood special quality. If it does not already possess damage reduction, it gains DR 5/magic or byeshk.
Saves: All saves are good. In most cases, this means you recalculate the creature's Fortitude and Reflex saves.
Challenge Rating: Increase by 1.
Aberrant Blood (Ex): For all effects related to creature type, an aberrant outsider is considered an aberration.
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So, what do people think? I'm a little fuzzy on the challenge rating modifier, and I'm considering making the DR HD-dependent (like a half-celestial or half-fiend).