This donkey-headed humanoid is covered in blackish-gray fur and stands 6 feet tall.
XP 600 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 OFFENSE
Speed 30 ft. STATISTICS
Str 10, Dex 13, Con 12, Int 12, Wis 11, Cha 11 SPECIAL ABILITIESBray (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. | Source
Editor's Note
Base Template: Therianthrope (CR varies) |