This creature appears as a jackal–headed humanoid with dark fur and dark eyes.
XP 600 DEFENSE
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural) as jackal or hybrid; 14, touch 13, flat-footed 12 (+3 Dex, +2 natural) as human OFFENSE
Speed 40 ft. as jackal, 30 ft. as hybrid or human STATISTICS
Str 13, Dex 17, Con 15, Int 12, Wis 12, Cha 12 SPECIAL ABILITIESAlternate 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. Sleep Gaze (Su)Any creature within 30 feet that meets the creature’s gaze falls asleep for 3 minutes if it fails a DC 12 Will save. This ability functions as the sleep spell (caster level 3rd), but there is no HD limit to the number of creatures it can affect. The save DC is Charisma–based. | Source
Editor's Note
Base Template: Therianthrope (CR varies) |