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Therianthrope, Asswere

This donkey-headed humanoid is covered in blackish-gray fur and stands 6 feet tall.

Asswere CR 2

XP 600
LE Medium magical beast (shapechanger)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +9

DEFENSE

AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) as donkey or hybrid; 13, touch 11, flat-footed 13 (+1 Dex, +2 natural) as human
hp 16 (3d8+3)
Fort +4; Ref +4; Will +1
DR 5/cold iron

OFFENSE

Speed 30 ft.
Melee bite +2 (1d3) as donkey, longspear +2 (1d8/x3) and bite –3 (1d3) as hybrid, longspear +2 (1d8/x3) as human
Special Attacks bray

STATISTICS

Str 10, Dex 13, Con 12, Int 12, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 13 (17 vs. trip in donkey form)
Feats Endurance, Skill Focus (Perception)
Skills Acrobatics +1 (+3 to balance), Climb +3, Disguise +6 (+14 in animal form), Perception +9; Racial Modifiers +2 Acrobatics to balance, +8 Disguise in animal form
Languages Common
SQ alternate form
Gear longspear

SPECIAL ABILITIES

Bray (Su)

An asswere can loose a loud bray as a standard action. All creatures within 30 feet that hear it must succeed on a DC 12 Will save or be affected as by a confusion spell for 1d4+3 rounds (caster level 3rd). This is a sonic, mind–affecting effect. A creature that successfully saves cannot be affected again by the same asswere’s confusion ability for one day. The save DC is Charisma–based.

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.

Editor’s Note

Base Template: Therianthrope (CR varies)

ECOLOGY

Environment temperate deserts and underground
Organization solitary, gang (2–5), or pack (1, plus 5–8 donkeys).
Treasure standard

Assweres in humanoid form are indistinguishable from other humanoids.

The asswere usually changes into its humanoid form when it detects the approach of living creatures. It disguises itself as a merchant, peasant, or similar humanoid in order to lure its prey in. When ready to attack, the asswere changes into its hybrid form. It almost always assumes this shape when engaged in combat, as it gains the ability to use a weapon (preferring to use a longspear), as well as utilizing its bite. If attacked in its full humanoid form, an asswere seeks to escape long enough to assume its hybrid form.

Section 15: Copyright Notice

Asswere 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.