The Mighty Weretyrannosaurus for Pathfinder

This is another self-challenge: the lycanthrope template in Pathfinder allows it to be applied to any humanoid creature within one size category of the base animal. So how big to Pathfinder animals get? There are a couple of Colossals—the great white whale from Bestiary 2, the blue whale from the Skull & Shackles Adventure Path 5: The Price of Infamy, and the immense tortoise and diplodocus from Bestiary 4—but nothing that seemed a great choice for lycanthropy. The diplodocus, at least, is a dinosaur, and those are cool; I just need a carnivore. And those go up to Gargantuan, including the classic tyrannosaurus. Perfect! So, now I need a humanoid of Huge or bigger size. Lots of giants in that range, and the jungle giant from Bestiary 3 makes a great choice, both for the environment and because of its immunity to disease. There are some interesting questions as to what constitutes “animals related to their animal form” for animal forms that are dinosaurs. Are all dinosaurs “related animals”? That’s going too far, I think. Here, I think I’d go with the superfamily (Tyrannosauroidea) level, which would include the tyrannosaurus itself and the megaraptor version of the deinonychus from the official bestiaries. If you feel it should be restricted to just the family (Tyrannosauridea) level, simply omit the mentions of megaraptor below. Putting it all together:

Jungle Giant Weretyrannosaurus hybrid form, art by Dan Smith

Jungle Giant Weretyrannosaurus hybrid form, art by Dan Smith

Within the tribes of jungle giants, there are a few revered families whose members are blessed with the ability to transform into another rarely seen inhabitant of the expanse’s jungles: the tyrannosaurus! Such natural lycanthropes are not cast out from the tribe, since the jungle giants’ immunity to disease prevents the curse from spreading throughout the group.* Typical adventuring parties are safe from the curse as well, since it can only affect Huge, Gargantuan, or Colossal humanoids. In the warm forests of the Inner Sea region, that means afflicted weretyrannosauruses are limited to forest giants, great cyclopes, inverted giants, and storm giants.

Like other jungle giants, jungle giant weretyrannosauruses stand 17 feet tall and weigh 4,000 pounds, but they grow to 40 feet long and 14,000 pounds in hybrid form. The runic brands in their bark-like skin are still readily visible in the scaly hides of their hybrid form but disappear while in animal form.

Jungle giant weretyrannosaurus families are part of jungle giant tribes, and serve the same gender roles within the tribe; a female warrior of the family may even be her tribe’s matriarch. Male jungle giant weretyrannosauruses may assume animal form to serve as mounts for female jungle giant warriors (whether or not the female is also a weretyrannosaurus), but the females do not serve as mounts and the males rarely serve as mounts for male warriors.

* Lycanthropy’s status as a disease and a curse in the Pathfinder Roleplaying Game makes calls like this tricky. I’m following the wisdom of a post on the Paizo forums, based on the efficacy of remove disease: lycanthropy is a disease until 3 days after you are first bitten, and then it becomes a curse.

 

Lycanthrope, Jungle Giant Weretyrannosaurus

This towering creature has a jungle giant’s body and the toothy head of a tyrannosaurus, with a pebbly texture on its bark-like hide.

Weretyrannosaurus (Jungle Giant Form)

CR 11

XP 12,800

Jungle giant natural weretyrannosaurus

CE Huge humanoid (giant, shapechanger)

Init +4; Senses low-light vision, scent; Perception +16

DEFENSE

AC 24, touch 16, flat-footed 20 (+4 deflection, +4 Dex, +8 natural, −2 size)

hp 127 (15d8+60)

Fort +9, Ref +13, Will +8

Defensive Abilities rock catching, spell storing, warding tattoos; Immune disease, poison

OFFENSE

Speed 40 ft.

Melee 2 slams +17 (2d6+8)

Ranged mwk composite longbow +15/+10/+5 (3d6+8/19-20/×3)

Space 15 ft.; Reach 15 ft.

STATISTICS

Str 26, Dex 19, Con 19, Int 10, Wis 16, Cha 9

Base Atk +2; CMB +5; CMD 16

Feats Deadly Aim, Improved Critical (longbow), Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Stealth), Weapon Focus (longbow)

Skills Climb +12, Craft (bows) +8, Perception +16, Stealth +12 (+20 in forests), Survival +11; Racial Modifiers +4 Climb, +8 Stealth in forests

Languages Common, Giant

SQ archery expert, change shape (jungle giant, hybrid, and tyrannosaurus; polymorph), lycanthropic empathy (tyrannosauruses and megaraptors)

Weretyrannosaurus (Hybrid Form)

CR 11

XP 12,800

Jungle giant natural weretyrannosaurus

CE Gargantuan humanoid (giant, shapechanger)

Init +4; Senses low-light vision, scent; Perception +24

DEFENSE

AC 31, touch 14, flat-footed 26 (+4 deflection, +4 Dex, +16 natural, −4 size)

hp 142 (15d8+75)

Fort +16, Ref +15, Will +9

Defensive Abilities rock catching, spell storing, warding tattoos; DR 10/silver; Immune disease, poison

OFFENSE

Speed 40 ft.

Melee 2 slams +18 (2d6+12) and bite +21 (4d6+24/19-20 plus grab and curse of lycanthropy)

Ranged mwk composite longbow +15/+10/+5 (3d6+8/19-20/×3)

Space 20 ft.; Reach 20 ft.

Special Attacks swallow whole (2d8+12, AC 18, hp 14)

STATISTICS

Str 34, Dex 19, Con 21, Int 10, Wis 17, Cha 9

Base Atk +13; CMB +29 (+33 grapple); CMD 43

Feats Deadly Aim, Improved Critical (longbow), Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Stealth), Weapon Focus (longbow)

Skills Climb +12, Craft (bows) +8, Perception +24, Stealth +12 (+20 in forests), Survival +11; Racial Modifiers +4 Climb, +8 Perception, +8 Stealth in forests

Languages Common, Giant

SQ archery expert, change shape (jungle giant, hybrid, and tyrannosaurus; polymorph), lycanthropic empathy (tyrannosauruses and megaraptors)

SPECIAL ABILITIES

Archery Expert (Su)

A jungle giant weretyrannosaurus is proficient with all bows, and does not provoke an attack of opportunity when firing a bow in melee combat. Afflicted weretyrannosauruses do not gain this ability.

Change Shape (Su)

A weretyrannosaurus has three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural weretyrannosaurus can shift to any of its three alternate forms as a move-equivalent action. An afflicted weretyrannosaurus can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted weretyrannosaurus gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a −5 penalty to Constitution checks made to assume humanoid form. An afflicted weretyrannosaurus reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain weretyrannosaurus reverts to its humanoid form, although it remains dead.

Curse of Lycanthropy (Su)

A natural weretyrannosaurus’ bite attack in animal or hybrid form infects a humanoid target with the lycanthropy curse (Fortitude DC 15 negates). If the victim’s size is not Huge or greater, this ability has no effect.

Lycanthropy

Type curse, injury; Save Fortitude DC 15 negates, Will DC 15 to avoid effects

Onset the next full moon; Frequency on the night of every full moon or whenever the target is injured.

Effect target transforms into a tyrannosaurus under the GM’s control until the next morning

Lycanthropic Empathy (Ex)

In any form, natural weretyrannosauruses can communicate and empathize with tyrannosauruses and megaraptors. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted weretyrannosauruses only gain this ability in animal or hybrid form.

Powerful Bite (Ex)

A weretyrannosaurus applies twice its Strength modifier to bite damage in hybrid or animal form.

Spell Storing (Su)

Once per day as a immediate action, a jungle giant weretyrannosaurus can absorb a targeted or ranged touch spell used against it, negating the effects against it but not against any other targets. It can retain this stored power for up to 1 minute, during which time its tattoos glow with blue fire. If it damages a target with a successful hit using a melee or ranged weapon, it can cast the spell on the target as a free action, as if it were using a spell storing weapon. This spell uses the caster level and DC of the original caster. This discharges the stored spell. Afflicted weretyrannosauruses do not gain this ability.

Warding Tattoos (Su)

A jungle giant weretyrannosaurus’ magical tattoos grant it a +4 deflection bonus to Armor Class while in jungle giant or hybrid form. The giant loses this bonus if it wears armor. Afflicted weretyrannosauruses do not gain this ability.

ECOLOGY

Environment warm forests

Organization solitary, pair, pack (3–6), or part of a jungle giant tribe

Treasure NPC gear (masterwork composite longbow [+8 Str] with 40 arrows, other treasure)

—jhunterj

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One thought on “The Mighty Weretyrannosaurus for Pathfinder

  1. I suppose I could try out a Rune Giant Weregianttyrannosaurus (by applying the Simple Template: Giant to the Tyrannosaurus first, and then make a Lycanthrope template out of it to apply to the Gargantuan Rune Giants. Environments don’t line up as nicely though…

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