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Therianthrope (CR varies)


Therianthropes (sometimes called anthromorphs or weretherions) are animals that can assume a human or hybrid form (the latter combining traits of both their human and animal forms). They are akin to lycanthropes (in that they are shapechangers), but therianthropes are not lycanthropes and do not carry or induce lycanthropy. All therianthropes in human form have slightly feral characteristics.

Creating a Therianthrope

“Therianthrope” is an inherited template that can be added to any animal (referred to hereafter as the base animal). A therianthrope retains all the base animal’s statistics and special abilities except as noted here.

CR: If the base animal has 5 or fewer HD, base animal’s CR +1 (minimum CR 2); HD 6–10, base animal’s CR +2; HD 11 or more, base animal’s CR +3.

Alignment: Any evil.

Size and Type: The creature’s type changes to magical beast and it gains the shapechanger subtype. Do not recalculate its base attack bonus or saves. Size is unchanged in animal form. In human form, size is always Medium. In hybrid form, size is Medium or the base animal’s size, whichever is larger.

Senses: A therianthrope gains darkvision out to a range of 60 feet.

AC: The base animal’s natural armor bonus increases by +2 in all forms. In hybrid form, it retains the natural armor bonus of the base animal.

Hit Dice: Same as the base animal, but all therianthropes have at least 3 HD. If the base animal’s HD is less than 3, advance it to 3 HD before applying this template.

Defensive Abilities: A therianthrope has damage reduction. If the base animal has 5 or fewer Hit Dice, it has DR 5/cold iron. If it has 6 or more Hit Dice, it has DR 10/cold iron.

Speed: Same as the base animal in animal form. In human or hybrid form the creature has a land speed of 30 feet. If the base animal has a fly speed, it loses this movement mode in human form.

Attacks: Same as the base animal in animal or hybrid form. Natural attacks are lost when the creature is in human form. The creature can use and manipulate melee and ranged weapons in hybrid and human form.

Space/Reach: Same as the base animal, but Large creatures have 10 ft./10 ft. in hybrid form; Huge, 15 ft./15 ft. in hybrid form; Gargantuan, 20 ft./20 ft. in hybrid form; Colossal, 30 ft./30 ft. in hybrid form.

Special Attacks: A therianthrope retains all the special attacks of the base animal and gains one of the following special attacks chosen from the groups below. A therianthrope’s Hit Dice determines which Group it selects its special attack from: 3 to 5 HD, Group A; 6 to 10 HD, Group B; and 11 or more HD, Group C. If desired, you can substitute two choices from a lesser group for its special attack. For example, a 6-HD lionwere can select one special attack from Group B or instead, it can select two special attacks from Group A. Multiple selections of the same special attack do not stack (unless noted otherwise).

Each special attack can be used in any form (unless noted otherwise). Saving throws have a DC of 10 1/2 therianthrope’s racial Hit Dice + the therianthrope’s Charisma modifier, unless noted otherwise.

Note: See sidebars for groups.

Abilities: Strength increases to 10 unless it’s already 10 or higher, Intelligence becomes 10 + 1d4, Wisdom changes to 10 unless it’s already 10 or higher, Charisma becomes 10 + 1d6. The therianthrope’s ability scores remain the same regardless of its size and form.

Skills: A therianthrope has 2 + Intelligence modifier skill points per Hit Die. Skills possessed by the base animal are considered class skills, as is Disguise. In animal form, therianthropes have a +8 racial bonus on Disguise checks (as they are nearly indistinguishable from a normal animal of their type). In any form, a therianthrope also has any racial skill bonuses of the base animal, although conditional skill bonuses, such as a tiger’s camouflage bonus on Stealth checks when in tall grass, only apply in animal or hybrid form.

Special Qualities: A therianthrope retains all the special qualities of the base animal and gains those listed below. It retains all of these regardless of its form (unless noted otherwise).

Alternate Form (Su)

A therianthrope’s natural form is that of the base animal. It can shift into two other forms as though using the polymorph spell on itself, though only a specific human form or hybrid form can be assumed. Equipment carried by the therianthrope in human or hybrid form shifts with it and is absorbed into its animal form. Magic items do not function while in this form. When a therianthrope shifts back into human or hybrid form, equipment (including magic items) returns to normal and function normally.

A therianthrope’s first form is that of a human. A therianthrope always assumes the same appearance and traits in human form. In this form, it cannot use its natural weapons or any extraordinary special attacks. It can wield weapons and wear armor however.

Its second form is a bipedal hybrid form with prehensile hands and animalistic features. The therianthrope retains its natural attacks and extraordinary special attacks in this form, and can also wield weapons or wear armor. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Environment: Same as the base animal and underground.

Organization: Solitary, gang (2–5), pack (1, plus 5–8 normal animals of its type).

Treasure
: Standard.

Group A

Charming Gaze (Su)

Any creature within 30 feet that meets the therianthrope’s gaze must make a Will save or be affected as by a charm monster spell (caster level equal therianthrope’s HD).

Confusion (Su)

This special attack functions only when the therianthrope is in animal or hybrid form. The therianthrope can, by making a loud sound appropriate to its natural animal form (roaring, barking, braying, or the like), cause confusion (as the spell) in all creatures within 30 feet that hear it. Affected creatures must succeed on a Will save to negate the effects. On a failed save, a creature is affected as by a confusion spell (caster level equals the therianthrope’s HD) for 1d4 rounds, plus 1 round per HD of the therianthrope (maximum +6). This is a sonic, mind-affecting effect. A creature that successfully saves cannot be affected again by the same therianthrope’s confusion ability for one day. A therianthrope is immune to its own confusion and the confusion of other therianthropes of the same base animal type.

Disease (Ex)

The therianthrope delivers either filth fever or red ache. The disease is chosen when the therianthrope is created and can never be changed. A therianthrope is immune to the same disease it delivers with its bite attack. This special attack functions only when the therianthrope is in animal or hybrid form. A therianthrope selects which natural attack to apply this to, and once it’s chosen it can never be changed. The save DC is 10 1/2 the therianthrope’s racial HD + its Con modifier.

Lethargy (Su)

By speaking or singing (or making a sound normal to its animal form), the therianthrope can slow all creatures within 60 feet that hear it and fail a Will save. The slow effect lasts 1d4 round plus 1 round per HD of the therianthrope (maximum +6). A bard’s countersong ability allows the creature to attempt a new Will save. This is a sonic, mind-affecting effect. A creature that successfully saves cannot be affected again by the same therianthrope’s lethargy ability for one day. A therianthrope is immune to its own lethargy and the lethargy of other therianthropes of the same base animal type.

Poison (Ex)

Bite—injury; save Fort DC 10 1/2 therianthrope’s racial HD + its Conmodifier; frequency 1/round for 4 rounds; effect 1d6 Dex; cure 1 save. This special attack functions only when the therianthrope is in animal or hybrid form.

Sickness Gaze (Su)

A creature within 30 feet that meets the therianthrope’s gaze is sickened for a number of rounds equal to 3 + the therianthrope’s HD (maximum 10 rounds). Affected creatures can attempt a Fortitude save to avoid the effects. Creatures that successfully save cannot be affected by that therianthrope’s gaze for one day. A delay poison or neutralize poison spell removes the effects from the sickened creature. Creatures that are immune to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throw. A therianthrope is immune to its own sickness gaze and the sickness gaze of other therianthropes of the same base animal type.

Sleep Gaze (Su)

Any creature within 30 feet that meets the creature’s gaze falls asleep for a number of minutes equal to the therianthrope’s HD if it fails a Will save. This ability functions as the sleep spell ( caster level equals therianthrope’s HD), but it can affect creatures of any Hit Dice. A therianthrope is immune to its own sleep gaze and the sleep gaze of other therianthropes of the same base animal type.
Group B

Battle Frenzy (Ex)

This special attack functions only when the therianthrope is in animal or hybrid form. It does not stack with any other rage or battle frenzy ability the base animal may possess.

Once per day, the therianthrope can work itself into a battle frenzy similar to the barbarian’s rage (+4 Str, +4 Con, +2 morale bonus on Will saves, –2 AC penalty). The frenzy lasts for a number of rounds equal to the therianthrope’s HD, and the therianthrope suffers no ill effects afterwards.

Beguile (Sp)

By speaking or singing (or making a sound normal to its base animal form), the creature can beguile all within 60 feet that hear it if they fail a Will save. A beguiled victim walks toward the therianthrope, taking the most direct route possible. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Beguiled creatures can take no actions other than to defend themselves. A victim within 5 feet of the therianthrope stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the therianthrope speaks or sings and for 1 round thereafter. A bard’s countersong ability allows the beguiled creature to attempt a new Will save. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same therianthrope’s beguiling ability for one day. A therianthrope is immune to its own beguiling ability and the beguiling ability of other therianthropes of the same base animal type.

Blinding Strike (Ex)

A therianthrope that rolls a natural 20 with one natural attack, and confirms the critical hit, destroys the opponent’s eyes. An affected creature is permanently blinded (as the spell). A remove blindness or restoration spell restores the victim’s eyesight. A therianthrope selects which natural attack to apply this to (and once it’s chosen it can never be changed). This special attack functions only when the therianthrope is in animal or hybrid form.

Fear (Su)

This special attack functions only when the therianthrope is in animal or hybrid form.

The therianthrope can, by making a loud sound appropriate to its natural animal form (roaring, barking, braying, or the like), unleash a frightening blast of sound. All creatures within 30 feet that hear it must succeed on a Will save or become panicked for 2d4 rounds. Creatures further away but within 200 feet must succeed on a Will save or become frightened for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected again by the same therianthrope’s fear for one day. A therianthrope is immune to its own fear effect and the fear effect of other therianthropes of the same base animal type.

Summon Animals (Sp)

Once per day, the therianthrope can summon a number of animals of its same type whose total Hit Dice do not exceed twice its Hit Dice (for example, a 3 HD wolfwere could summon 6 HD worth of wolves or 1 dire wolf once per day).

Weakness Gaze (Su)

Any creature within 30 feet that meets the creature’s gaze takes 1d4+1 points of Strength or Dexterity damage (the ability damage type is chosen when the therianthrope is created and can never be changed). A successful Fortitude save negates the damage. This ability can be used twice per day and one more time per day per 5 HD of the therianthrope. A therianthrope is immune to its own weakness gaze and the weakness gaze of other therianthropes of the same base animal type.

Group C

Ability Damage (Su)

This special attack functions only when the therianthrope is in animal or hybrid form. The therianthrope can, by making a loud sound appropriate to its natural animal form (roaring, barking, braying, or the like), deal 1d4+1 points of Intelligence, Wisdom, or Charisma damage to all creatures within 30 feet that hear it. The ability damage type is chosen when the therianthrope is created and can never be changed. This ability can be used once per day and then one additional time per day per 5 HD of the therianthrope. A successful Will save negates the ability damage. This is a sonic, mind-affecting effect. A creature that successfully saves cannot be affected again by the same therianthrope’s ability damaging attack for one day. A therianthrope is immune to its own ability damage effect and the ability damage effect of other therianthropes of the same base animal type.

Despair (Su)

This special attack functions only when the therianthrope is in animal or hybrid form. The therianthrope can, by making a loud noise appropriate to its natural form (roaring, barking, braying, or the like), instill despair in all creatures within 30 feet. Affected creatures must succeed on a Will save or be paralyzed with fear for a number of rounds equal to 3 + the therianthrope’s HD (maximum 10 rounds). This is a sonic, mind-affecting fear effect. Whether or not the save is successful, a creature cannot be affected again by the same therianthrope’s despair ability for one day. A therianthrope is immune to its own despair ability and the despair ability of other therianthropes of the same base animal type.

Gaze of Ruin (Su)

Any creature within 30 feet that meets the therianthrope’s gaze takes 1d6 points of damage per HD of the therianthrope (maximum 20d6). Affected creatures can attempt a Will save for half. A creature that successfully saves cannot be affected by that therianthrope’s gaze of ruin again for one day. A therianthrope is immune to its own gaze of ruin and the gaze of ruin of other therianthropes of the same base animal type.

Improved Summon Animals (Sp)

Once per day, the therianthrope can summon a number of animals of its same type whose total Hit Dice do not exceed three times its Hit Dice (for example, an 11 HD elephantwere could summon up to 33 HD worth of elephants or 1 dire elephant).

Petrifying Gaze (Su)

Any creature within 30 feet that meets the therianthrope’s gaze turns permanently to stone unless it succeeds on a Fortitude saving throw. A therianthrope is immune to its own petrifying gaze and the petrifying gaze of other therianthropes of the same base animal type.

Section 15: Copyright Notice – Tome of Horrors Complete
Therianthrope from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.