Tongue-eater as a natural lycanthrope - potential spoiler - long post


Shackled City Adventure Path

Sovereign Court Co-owner - Battlegrounds to Board Games

I am about to run flood season for my group and I was taking a look at Tongue-eaters stats. It shows him as an aflicted lycanthrope. I am sure it was made that way because then you would not have to worry about inflicting your players with a new and unknown form of lycanthropy and you would not have to add the extra word count to the adventure.
I personaly decided that I would make Tongue-eater into a natural lycanthrope, this makes him a little nastier, increasing his DR to 10/silver and allowing you to infect your players! :) This meant I needed to come up with some mechanics for making other werebaboons so using the SRD and using TE's stats I got a workable set of stats for the werebaboon. This may be useful to someone else for Tongue-eater or maybe exploring where he was infected with this rare form of lycanthropy. Sounds like a good Amedio jungle trek possibly dealing with a Demogorgon cult or something! :)Anyway, I uploaded them on RPGenius and listed them below.

Enjoy!
Brandon

Creating A Werebaboon
Werebaboon is a "Lycanthrope" template that can be added to any humanoid or giant (referred to hereafter as the base creature). The template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes). Becoming a werebaboon is very much like multiclassing as a baboon and gaining the appropriate Hit Die.

Size and Type
The base creature’s type does not change, but the creature gains the shapechanger subtype. The lycanthrope takes on the characteristics of a baboon.
Only Small, Medium, or Large base creatures may become werebaboons. Werebaboons can also adopt a hybrid shape that combines features of the base creature and a baboon. A werebaboon’s hybrid form is the same size as the baboon or the base creature, whichever is larger.
A werebaboon uses either the base creature’s or the baboon’s statistics and special abilities in addition to those described here.

Hit Dice and Hit Points
Same as the base creature plus those of the baboon. To calculate total hit points, apply Constitution modifiers according to the score the werebaboon has in each form.

Speed
Same as the base creature or baboon’s, depending on which form the werebaboon is using. Hybrids use the base creature’s speed.

Armor Class
The base creature’s natural armor bonus increases by +2 in all forms. In hybrid form, the werebaboon’s natural armor bonus is equal to the natural armor bonus of the baboon or the base creature, whichever is better.

Base Attack/Grapple
Add the base attack bonus for the base animal to the base attack bonus for the base creature. The werebaboon’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the werebaboon’s form.

Attacks
Same as the base creature or baboon, depending on which form the werebaboon is using. A werebaboon in hybrid form gains two claw attacks and a bite attack as natural weapons.
These weapons deal damage based on the hybrid form’s size. A hybrid may attack with a weapon and a bite, or may attack with its natural weapons. The bite attack of a hybrid is a secondary attack.

Hybrid Size Claw Bite
Medium 1d4 1d6
Large 1d6 1d8

Special Attacks
A werebaboon retains the special attacks of the base creature or baboon, depending on which form it is using, and also gains the special attacks described below.
A werebaboon spellcaster cannot cast spells with verbal, somatic, or material components while in baboon form, or spells with verbal components while in hybrid form.

Curse of Lycanthropy (Su)
Any humanoid or giant hit by a natural werebaboon’s bite attack in baboon or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not Small, Medium, or Large the victim cannot contract lycanthropy from the werebaboon. Afflicted werebaboon cannot pass on the curse of lycanthropy.

Special Qualities
A werebaboon retains all the special qualities of the base creature and the baboon, and also gains those described below.

Alternate Form (Su)
A werebaboon can assume the form of a baboon.
Changing to or from baboon or hybrid form is a standard action.
A slain werebaboon reverts to its humanoid form, although it remains dead. Separated body parts retain their baboon form, however.
Afflicted werebaboons find this ability difficult to control (see Lycanthropy as an Affliction, in the Monster Manual), but natural werebaboons have full control over this power.

Damage Reduction (Ex)
An afflicted werebaboon in baboon or hybrid form has damage reduction 5/silver. A natural werebaboon in animal or hybrid form has damage reduction 10/silver.

Lycanthropic Empathy (Ex)
In any form, werebaboons can communicate and empathize with baboons. This gives them a +4 racial bonus on checks when influencing the baboon’s attitude and allows the communication of simple concepts and (if the baboon is friendly) commands, such as "friend," "foe," "flee," and "attack."

Low-Light Vision (Ex)
A werebaboon has low-light vision in any form.

Scent (Ex)
A werebaboon has the scent ability in any form.

Base Save Bonuses
Add the base save bonuses of the baboon to the base save bonuses of the base creature.

Abilities
All werebaboons gain +2 to Wisdom. In addition, when in baboon form, a werebaboon’s physical ability scores improve according to the table below. These adjustments are equal to the baboon’s normal ability scores -10 or -11. A werebaboon in hybrid form modifies its physical ability scores by the same amount.
In addition, a werebaboon may also gain an additional ability score increase by virtue of its extra Hit Dice.

Skills
A werebaboon gains skill points equal to (2 + Int modifier, minimum 1), as if it had multiclassed into baboon. (Baboon is never its first Hit Die, though, and it does not gain quadruple skill points for its baboon Hit Die.) Climb, Listen and Spot are class skills for the werebaboon’s animal level. In any form, a werebaboon also has any racial skill bonuses of the base creature and a +8 racial bonus on Climb checks , although conditional skill bonuses only apply in the associated form.

Feats
Add Aletness to the base creature’s feats. If this results in a werebaboon having the same feat twice, the werebaboon gains no additional benefit. This process may give the werebaboon more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any "extra" feats are denoted as bonus feats. A werebaboon receives Iron Will as a bonus feat.

Environment
Same as either the base creature or baboon.

Organization
Solitary or pair, sometimes family (3-4), pack (6-10), or troupe (family plus 10-40 baboons)

Challenge Rating
By class level or base creature +2

Treasure
Standard.

Alignment
Always Lawful Evil

Advancement
By character class.

Level Adjustment
Same as the base creature +2 (afflicted) or +3 (natural). In addition, a werebaboons character level is increased by one.

Werebaboon Str +4, Dex +4, Con +2 Lawful evil

Werebaboons As Characters
Becoming a werebaboon does not change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features.

Werebaboon characters possess the following racial traits.
• +2 Wisdom. Physical abilities are increased by the baboon’s ability modifiers when a werebaboon changes to its hybrid or baboon forms.
• Size same as the base creature or the baboon form.
• Low-light vision in any form.
• Scent in any form.
• Racial Hit Dice: A werebaboon adds the one Hit Die of its baboon form to its base Hit Dice for race, level, and class. Theis additional Hit Die modifies the werebaboon’s base attack bonus and base saving throw bonuses accordingly.
• Racial Skills: A werebaboon adds skill points for its animal Hit Die much as if it had multiclassed into baboon. It gains skill points equal to (2 + Int modifier, minimum 1) Climb, Listen and Spot are treated as class skills for the werebaboon’s animal level. The werebaboon’s maximum skill ranks are equal to its baboon Hit Die + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the lycanthrope’s base race and its baboon form (are added to its skill modifiers in any form.
• Racial Feats: Add the baboon’s one Hit Die to the base character’s own Hit Dice to determine how many feats the character has. All werebaboon’s gain Iron Will as a bonus feat.
• +2 natural armor bonus in any form.
• Special Qualities (see above): Alternate form, lycanthropic empathy, curse of lycanthropy (in baboon or hybrid form only).
• Afflicted werebaboon: damage reduction 5/silver (in baboon or hybrid form only).
• Natural werebaboon: damage reduction 10/silver (in baboon or hybrid form only).
• Automatic Languages: As base creature.
• Favored Class: Same as the base creature.
• Level adjustment: Same as the base creature +2 (afflicted) or +3 (natural).

Liberty's Edge

Brandon Gillespie wrote:

I am about to run flood season for my group and I was taking a look at Tongue-eaters stats. It shows him as an aflicted lycanthrope. I am sure it was made that way because then you would not have to worry about inflicting your players with a new and unknown form of lycanthropy and you would not have to add the extra word count to the adventure.

Thanks for your work Brandon, this template could come in handy.

However, I would be careful about giving TE DR 10, unless your party has a few silver weapons, or relies more on say spells than weapons. I've run the Tongue Eater fight twice now with two different parties. The first time I used him as presented in the magazine, and he out-right killed one of the party of four 4th level PCs.

The second time was just a few weeks ago, playing with five 4th level PCs, with no silver weapons between them. I gave TE the Feral template, using the stats presented by someone here on the boards some time back. The group took TE by surprise, and incapacitated his baboons in the surprise round, but by the time they took TE down he had taken the fighter and the rogue to negatives, and gotten the cleric down to 3hp. A number of the characters had trouble hitting him at all, and when they did, the DR5 obviously had an impact on how much damage they could do. DR10 might make him just too tough for the average group. Just my opinion...

Sovereign Court Co-owner - Battlegrounds to Board Games

Mothman wrote:
Brandon Gillespie wrote:

I am about to run flood season for my group and I was taking a look at Tongue-eaters stats. It shows him as an aflicted lycanthrope. I am sure it was made that way because then you would not have to worry about inflicting your players with a new and unknown form of lycanthropy and you would not have to add the extra word count to the adventure.

Thanks for your work Brandon, this template could come in handy.

However, I would be careful about giving TE DR 10, unless your party has a few silver weapons, or relies more on say spells than weapons. I've run the Tongue Eater fight twice now with two different parties. The first time I used him as presented in the magazine, and he out-right killed one of the party of four 4th level PCs.

The second time was just a few weeks ago, playing with five 4th level PCs, with no silver weapons between them. I gave TE the Feral template, using the stats presented by someone here on the boards some time back. The group took TE by surprise, and incapacitated his baboons in the surprise round, but by the time they took TE down he had taken the fighter and the rogue to negatives, and gotten the cleric down to 3hp. A number of the characters had trouble hitting him at all, and when they did, the DR5 obviously had an impact on how much damage they could do. DR10 might make him just too tough for the average group. Just my opinion...

Definately good advice! Thank you I think my party can take him though as there are 7 characters rather than 6 with the average level being 5th and 2 of the characters are 6th level, because they were playing them before I ran SCAP, and I did not want to make them start over from scratch, so I have been scaling up a little bit to compensate. Besides that, after the wererat encounter at the bathhouse just about everyone has some kind of silver weapon or spells they can use! They are definately a bit tougher than the average party and I want Tongue-eater to be memorable! :)

Liberty's Edge

Cool, sounds like you've got it in hand. I'm running the SCAP from the magazines, so I didnt run Drakthar's Way, hence no silver weapons (and slightly lower PC levels).

In fact, given character numbers / levels etc in your group, you may even want to boost TE a bit more for your game - after all, as you say he should be a tough, memorable encounter.

As well as the changes you posted, you might like to consider the feral template? And/or give him an extra level of barbarian?

Mind you, if your group doesnt manage to take him by surprise, he might get a chance to use a few of his potions before the fight, which would make him tougher too (didnt get much chance in my game).

Sovereign Court Co-owner - Battlegrounds to Board Games

Mothman wrote:

Cool, sounds like you've got it in hand. I'm running the SCAP from the magazines, so I didnt run Drakthar's Way, hence no silver weapons (and slightly lower PC levels).

In fact, given character numbers / levels etc in your group, you may even want to boost TE a bit more for your game - after all, as you say he should be a tough, memorable encounter.

As well as the changes you posted, you might like to consider the feral template? And/or give him an extra level of barbarian?

Mind you, if your group doesnt manage to take him by surprise, he might get a chance to use a few of his potions before the fight, which would make him tougher too (didnt get much chance in my game).

Thanks! Good suggestions, I think I may just do that!

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