Kryx RPGThemesMonsters
Weretiger

Weretiger

Medium humanoid (human shapechanger)
Challenge
4

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 Insight +1 (12), Perception +4 (15), Stealth +4 (15)
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 DC 13). It has 11 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 (rounded up) 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

Bite (Tiger or Hybrid form only; 1/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Fortitude saving throw or be cursed with weretiger lycanthropy.

Claw (Tiger or Hybrid form only; 2/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 7 (1d8 + 3) slashing damage.

Scimitar (Humanoid or Hybrid form only). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 6 (1d6 + 3) slashing damage.

Dagger (Humanoid or Hybrid form only). Melee or Ranged Weapon Attack: +5 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: +4 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 if you miss by 4 or less) if you have advantage on the attack roll, 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 roll.

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 in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on 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 make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As an action, you can make a melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

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

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

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