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.
“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.
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.
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.
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).
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.