Baboonwere

This lithe creature has the head of a baboon, a fur-covered body, and sharpened fangs that glisten with fresh blood.
 

Baboonwere (CR 2)

Medium Magical Beast (Shapechanger)
Alignment: Chaotic Evil
Initiative: +3
Senses: Darkvision 60 feet, Low-Light Vision, Scent; Perception +5
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 natural)
Hit Points: 15 (2d10+4)
Saving Throws: Fort +5, Ref +6, Will +1
Damage Reduction: 5/cold iron
 

Offense

Melee: longsword +5 (1d8+1), bite +0 (1d6 plus disease) or bite +5 (1d6+1 plus disease)
Reach: 5 feet
  Special Attacks: weapon intuition
 

Statistics

StrDexConIntWisCha
13 (+1) 17 (+3) 14 (+2) 11 (+0) 12 (+1) 12 (+1)
Base Attack Bonus: +2
CMB +3
CMD 16
  Feats: Weapon Finesse
  Skills: Acrobatics +5, Bluff +4, Climb +3, Perception +5, Stealth +7, Survival +4 Languages: Common
  Special Qualities: baboon empathy, Change Shape

 

Special Abilities

Baboon Empathy (Ex)

A baboonwere can communicate and empathize with baboons, and can use Bluff as if it were Diplomacy to change a baboon's attitude, receiving a +4 racial bonus to do so.

Change Shape (Su)

A baboonwere has three forms. Its natural form is that of a baboon, but it can also take the form of a human or human-baboon hybrid. A baboonwere's human form is fixed-it cannot assume different human forms. A baboonwere can only use its diseased bite in hybrid or baboon form. In baboon form, it functions as a baboon. In its hybrid form, a baboonwere can make a bite attack as a secondary attack, while in human form it lacks its bite entirely. A baboonwere can shift into any of its three alternate forms as a move action. Equipment does not meld with the new form between human and hybrid forms but does between those forms and its baboon form.

Disease (Ex)

Filth Fever: Bite-injury; save DC 13 Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Weapon Intuition (Ex)

A baboonwere is proficient with simple and martial melee weapons.
 

Ecology

Environment: Warm Forests or Plains
Organization: solitary, pair, gang (1-2 plus 6-10 baboons), or troop (3-6 plus 10-20 baboons)
Treasure: standard (leather armor, longsword, other treasure)

  Baboonweres are evil baboons born with the ability to assume human or hybrid human form. Baboonweres are most often found among normal baboons, though some prefer to maintain their human form and live amongst ordinary people in small towns and villages. Usually when the livestock and cattle begin turning up missing or slain is when the baboonwere moves on, before the finger of suspicion is pointed its way.
  In its hybrid form, a baboonwere stands just over 5 feet tall and weighs roughly 130 pounds. Its hair tends to be either light brown or dark brown. Eyes are always brown.
  Baboonweres fight with weapons, usually longswords, short swords, and spears or crossbows and a diseased bite. Slain foes are dragged back to their lairs and eaten at the baboonwere's leisure.
  Baboonweres are frequently found among normal baboons and are indistinguishable from them when in animal form. The statistics for a standard baboon may be found in the Pathfinder Roleplaying Game Bestiary 2.

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