Weretiger

Weretiger

Medium humanoid (human shapechanger)
Challenge

STR
3
DEX
2
CON
3
INT
0
WIS
1
CHA
0

120
16d8+48
14
Fort
+4
Ref
+3
Will
+1
Damage immunities bludgeoning, piercing, and slashing from attacks that aren’t silvered

Speed 5 m. (8 m. in tiger form)
Skills Perception +2 (13), Stealth +3 (14)
Senses darkvision 10 m.
Languages Common (can’t speak in tiger form)

Keen Hearing and Smell. The weretiger has advantage on Perception checks that rely on hearing or smell.

Maneuvers. The weretiger uses maneuvers (maneuver save Difficulty 13). It has 8 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, fearsome beast, pounce (Tiger or Hybrid form only), spring attack, tear flesh (Tiger or Hybrid form only)

Actions (1)

Bite (Tiger or Hybrid form only; 1/turn). Melee Weapon Attack: +4 to hit. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a Difficulty 13 Fortitude saving throw or be cursed with weretiger lycanthropy.

Claw (Tiger or Hybrid form only; 2/turn). Melee Weapon Attack: +4 to hit. Hit: 7 (1d8 + 3) slashing damage.

Scimitar (Humanoid or Hybrid form only). Melee Weapon Attack: +4 to hit. Hit: 6 (1d6 + 3) slashing damage.

Dagger (Humanoid or Hybrid form only). Melee or Ranged Weapon Attack: +4 to hit, reach 1 m. or range 3/10 m. Hit: 5 (1d4 + 3) piercing damage.

Longbow (Humanoid or Hybrid form only). Ranged Weapon Attack: +3 to hit, range 20/200 m. Hit: 6 (1d8 + 2) piercing damage.

Change Shape (1/turn). The weretiger can polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Desert, Forest, Grasslandsrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.