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'''Werebaboons''' are a species of ape [[therianthrope]] native to the [[Demiplane of Dread]]. Whilst not the first primate-shifter to emerge from the [[Ravenloft]] game - an NPC named Professor Arcanus is a weregorilla due to a [[Vistani]] curse - they are not an official monster, but were invented by the proprietor of the Lonesome Road fan-site.
[[File:Werebaboon Dungeon 98.jpg|thumb|400px|Weremandrill? Close enough. ''(Dungeon #98)'']]
'''Werebaboons''' are a species of ape [[therianthrope]] that appear as a template in [[Dungeon Magazine]] #98 in the ''Flood Season'' module set in [[Greyhawk]].


In their human aspect, werebaboons look like typical humans from tropical climes: dark-skinned, with tightly curled hair and large, handsome features. Most, however, have olive-green eyes, an unusual trait among such people. They dress in cool, sensible garments appropriate to their tropical homelands, woven and dyed in vibrant, earthy colors. The werebaboon's beast aspect is a powerfully built baboon, with a thick coat of fur and impressive jaws. The bizarre hybrid aspect resembles nothing so much as a cross between a baboon and a human. The flesh turns a ruddy pink color and grows an even coat of brown, olive-tinted fur. The creature sprouts a non-prehensile tail, and its feet become capable of limited manipulation. The head transforms into that of a fearsome baboon, the jaws elongating into a vicious doglike muzzle with razor canines. Males typically have a mane of long gray fur.
=Ravenloft=
[[Ravenloft]] fans from the Lonesome Road site also created their own werebaboons native to the setting. Surprisingly, this is not the first primate-shifter to emerge in Ravenloft - an NPC named Professor Arcanus is a weregorilla due to a [[Vistani]] curse.


Werebaboons are usually fluent in local dialects, ancient languages and their own harsh, barking tongue.
{{NotFunny Gamebook}}


Werebaboons dwell in tropical climes, preferably within bustling cities. Such places are rare in Ravenloft, however. Most current reports speak of werebaboons living in the Amber Wastes. The lycanthropes lurk within a community, posing as "normal" members of society. Their human personas are usually quite extraordinary, however—wealthy traders, legendary warriors, master thieves, shamans, and even kings. They seek to maintain clandestine control over the city's resources and destiny through political, social and financial means. A city's single interrelated population of werebaboons — called a "troop" — meets in secret to discuss its plans and concerns. There is some limited cooperation within the troop: resources are shared, mutual enemies are discussed, and city-wide responsibilities are attended to. However, these meetings are also a forum for fierce power struggles among the males. Rather than attempting to outwit each other through subtle games, conflict is resolved through brutal ritual combat—to the death.
Werebaboons are native to the tropical domains such as the Amber Wastes, and as you'd expect, they generally are created from the locals, resulting in them typically having dark skin and hair color. One unusual visual trait is that their eyes tend to be olive-green in color, which is usually uncommon at best amongst those self-same locals. They are triple-shifters, able to take on the form of unusually large, powerful baboons and half-man half-ape creatures, with the characteristic doglike muzzle, exaggerated canines and nonprehensile tail of a baboon. Their allergen is ''bronze''; weapons made from this humble metal can penetrate their normally impervious hides even without being enchanted. They normally live on a diet of bird eggs, fruits, nuts and tubers, but eagerly supplement it with human flesh whenever they can get it.


Werebaboons enjoy a rich diet of human flesh, bird eggs, fruits, nuts and tubers. They are social parasites of mythic proportions; tropical cultures fear them and yet remain fascinated by their power.
Werebaboons are highly social and organized therianthropes, with a single city's entire population of werebaboons forming a singular political unit, called a "troop". Their human identities are often highly placed in their native society —wealthy traders, legendary warriors, master thieves, shamans, and even kings - and the troop's major concerns are cementing and maintaining their clandestine control over their native city through a combination of political, social and financial means. As a troop, they discuss mutual plans and concerns, arrange to share resources, discuss mutual enemies, and attend to their city-wide responsibilities... however, the males of the species have very little tolerance for each other, and troop meetings frequently devolve into bloody fights to the death between rivals. Outside of the troop, they gather in small family units, consisting of a patriarch, one or two wives, and young offspring.


Werebaboons view themselves as a strong, supernatural race, worthy to assert their dominance over the "carrion", as they call humanity. They are ruthless and practical, caring nothing for abstract concepts like honor or mercy. They are neither vain nor humble, but will tear to pieces anyone who challenges their authority. Their brutality, however, should not be interpreted as simplicity—they are frighteningly intelligent creatures who are are capable of elaborate deception in their human guises. The main social unit, troop allegiances aside, is the family, which extends into the werebaboons' human lives. Most households are composed of a male, one or two females, and their offspring—usually a single infant, but sometimes an older juvenile as well. Their lairs are usually urban human homes of extreme comfort.
These social parasites, subjects of equal parts fear and fascination in their native land, view themselves as a strong, supernatural race, worthy to assert their dominance over the "carrion", as they call humanity. They are ruthless and practical, caring nothing for abstract concepts like honor or mercy. They are neither vain nor humble, but will tear to pieces anyone who challenges their authority. Their brutality, however, should not be interpreted as simplicity—they are frighteningly intelligent creatures who are are capable of elaborate deception in their human guises.


Werebaboons are surprisingly indifferent to the other lycanthropes with which they come into contact, such as [[werecrocodile]]s, [[werecheetah]]s, [[werejackal]]s and [[werelion]]s. As long as the werebaboons' masquerade is not jeopardized, a few lone interlopers will be left unmolested. Those who cause trouble are quickly destroyed by the entire troop. Werebaboons do have one mortal enemy: the snake people known as the [[yuan-ti]]. The merest rumor that yuan-ti might be in the area is enough to send the troop into a paranoid frenzy.
Werebaboons are surprisingly indifferent to the other lycanthropes with which they come into contact, such as [[werecrocodile]]s, [[werecheetah]]s, [[werejackal]]s and [[werelion]]s. As long as the werebaboons' masquerade is not jeopardized, a few lone interlopers will be left unmolested. Those who cause trouble are quickly destroyed by the entire troop. Werebaboons do have one mortal enemy: the snake people known as the [[yuan-ti]]. The merest rumor that yuan-ti might be in the area is enough to send the troop into a paranoid frenzy.


Werebaboons prefer to fight with weapons, even in hybrid aspect, but will use their powerful bite if necessary. Most wield steel bastard swords or polearms, as well as short bows. Those with a free hand will also use shields. If fighting unarmed, a werebaboon may bite for 2d6 damage. Males always take the responsibility to fight while females and young flee, though cornered females will fight in defense of their offspring. Werebaboons are excellent climbers when in hybrid form (85%), and will often use this to their advantage in combat. In fact, they are not above using any craven tactic which would give them an edge.
If roused to battle, werebaboons favor the use of weapons over tooth and claw, but eagerly exploit their innate climbing ability as well as a unique ability to unleash a brain-bursting scream attack (treat as a ''Shout'' spell) for tactical advantage - in fact, they'll do just about anything to gain an advantage, no matter how "craven" a tactic may be. If cornered in their lair, the males stand their ground whilst the females attempt to flee with any young.
 
Once a day, a werebaboon may unleash an ear-piercing screech that affects all those who hear it as if by a shout spell. An entire troop will often scream simultaneously, for the damage effects are cumulative (up to a maximum of six). Werebaboons can only be harmed by magical weapons of at least +1 enchantment or weapons fashioned out of bronze. Their bite carries a 2% chance of infection with lycanthropy per hp of damage inflicted.


{{D&D-Therianthropes}}
[[Category: Dungeons & Dragons]] [[Category: Ravenloft]] [[Category: Monsters]] [[Category:Therianthropes]]
[[Category: Dungeons & Dragons]] [[Category: Ravenloft]] [[Category: Monsters]] [[Category:Therianthropes]]

Latest revision as of 16:59, 23 June 2023

Weremandrill? Close enough. (Dungeon #98)

Werebaboons are a species of ape therianthrope that appear as a template in Dungeon Magazine #98 in the Flood Season module set in Greyhawk.

Ravenloft[edit | edit source]

Ravenloft fans from the Lonesome Road site also created their own werebaboons native to the setting. Surprisingly, this is not the first primate-shifter to emerge in Ravenloft - an NPC named Professor Arcanus is a weregorilla due to a Vistani curse.

This article is boring and stinks of being copypasted from a gamebook or another wiki. You can make it better by making it less unfunny.

Werebaboons are native to the tropical domains such as the Amber Wastes, and as you'd expect, they generally are created from the locals, resulting in them typically having dark skin and hair color. One unusual visual trait is that their eyes tend to be olive-green in color, which is usually uncommon at best amongst those self-same locals. They are triple-shifters, able to take on the form of unusually large, powerful baboons and half-man half-ape creatures, with the characteristic doglike muzzle, exaggerated canines and nonprehensile tail of a baboon. Their allergen is bronze; weapons made from this humble metal can penetrate their normally impervious hides even without being enchanted. They normally live on a diet of bird eggs, fruits, nuts and tubers, but eagerly supplement it with human flesh whenever they can get it.

Werebaboons are highly social and organized therianthropes, with a single city's entire population of werebaboons forming a singular political unit, called a "troop". Their human identities are often highly placed in their native society —wealthy traders, legendary warriors, master thieves, shamans, and even kings - and the troop's major concerns are cementing and maintaining their clandestine control over their native city through a combination of political, social and financial means. As a troop, they discuss mutual plans and concerns, arrange to share resources, discuss mutual enemies, and attend to their city-wide responsibilities... however, the males of the species have very little tolerance for each other, and troop meetings frequently devolve into bloody fights to the death between rivals. Outside of the troop, they gather in small family units, consisting of a patriarch, one or two wives, and young offspring.

These social parasites, subjects of equal parts fear and fascination in their native land, view themselves as a strong, supernatural race, worthy to assert their dominance over the "carrion", as they call humanity. They are ruthless and practical, caring nothing for abstract concepts like honor or mercy. They are neither vain nor humble, but will tear to pieces anyone who challenges their authority. Their brutality, however, should not be interpreted as simplicity—they are frighteningly intelligent creatures who are are capable of elaborate deception in their human guises.

Werebaboons are surprisingly indifferent to the other lycanthropes with which they come into contact, such as werecrocodiles, werecheetahs, werejackals and werelions. As long as the werebaboons' masquerade is not jeopardized, a few lone interlopers will be left unmolested. Those who cause trouble are quickly destroyed by the entire troop. Werebaboons do have one mortal enemy: the snake people known as the yuan-ti. The merest rumor that yuan-ti might be in the area is enough to send the troop into a paranoid frenzy.

If roused to battle, werebaboons favor the use of weapons over tooth and claw, but eagerly exploit their innate climbing ability as well as a unique ability to unleash a brain-bursting scream attack (treat as a Shout spell) for tactical advantage - in fact, they'll do just about anything to gain an advantage, no matter how "craven" a tactic may be. If cornered in their lair, the males stand their ground whilst the females attempt to flee with any young.