Weretiger
Creature 4 — beast, human, humanoid, werecreature
ShadeFlankerLANDbeasthumanoidwerecreature
These ferocious werecreatures stalk prey with the cunning and skill of a true apex predator. Weretigers typically view all life as a potential meal. Powerful nocturnal hunters with excellent senses that help them ambush prey, weretigers are adaptable to an extreme range of environments. However, weretigers living in densely populated cities (potentially as courtesans, assassins, or guild leaders) often struggle to suppress their killer instincts, becoming overwhelmed by the urge to hunt. Werecr
Source: pathfinder-monster-core
Perception +11; low-light-vision, scent (imprecise) 30 feet
Languages common; Tiger Empathy
Skills acrobatics +11, athletics +12, deception +7, society +10, stealth +11
Str
+4
Dex
+3
Con
+3
Int
+0
Wis
+3
Cha
-1
AC 21
Fort +11
Ref +13
Will +9
HP 75
Weaknesses silver 5
Speed 25 feet
Abilities
Tiger Empathy — The weretiger can communicate with felines.
The werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind.
The werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind.
Reactive Strike —
Change Shape (concentrate, polymorph, primal) — Human
Melee fist +14 Damage 1d4+7
Animal
Speed 30 feet
Wrestle
The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.
In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.
In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Melee fist +14 Damage 1d4+7
Animal
Speed 30 feet
Wrestle
The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.
In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.
In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Curse of the Weretiger (curse, primal) — This curse affects only humanoids.
Saving Throw DC 21 Fortitude
On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn.
The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Saving Throw DC 21 Fortitude
On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn.
The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Moon Frenzy (polymorph, primal) — When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2.
When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours.
When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours.
Pounce — The weretiger Strides and makes a Strike at the end of that movement. If the weretiger began this action Hidden, they remain hidden until after this ability's Strike.
Rend — Claw
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
Wrestle — The weretiger makes a claw Strike against a creature it is Grabbing. If the attack hits, that creature is knocked Prone.
WORKS WELL WITH
AnvilLANDA durable front-liner holds the party's attention while this ambusher picks off an isolated back-liner from hiding.
WeaverLANDA caster's control effects keep victims separated, feeding the pounce-and-grab combo repeated chances to isolate a target.
SniperLANDA ranged ally finishes off a target already Grabbed and unable to reposition away.
PUNISHES
✖ low Perception✖ isolated targets✖ melee reliance
Avoid pairing with another opportunistic ambusher; a single well-timed surprise strike matters more than a crowded stealth opener.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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