Lycanthrope, Weretiger

Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Lycanthrope, Weretiger

Medium humanoid (human, shapechanger), neutral

Armor Class 12

Hit Points 120 (16d8+80)

Speed 30 ft., speed in tiger form 40 ft.

17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0)

Skills Perception +5, Stealth +4

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses darkvision 60 ft., passive Perception 10

Languages Common (can't speak in tiger form)

Challenge 4 (1100 XP)

Shapechanger. The weretiger can use its action to 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.

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

Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.


Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Source: Pathfinder Roleplaying Game Bestiary 2.

Weretigers in humanoid form have large eyes, long noses, and sharp cheekbones. Most have brown or red hair, though a few have white, black, or even blue-gray. Their movements appear careful yet casual, and a person observing one could easily assume he’s watching a skilled pickpocket, graceful dancer, or sultry courtesan.

Weretigers tend to be solitary creatures, only spending time with others of their kind when they feel the urge to breed. Evil weretigers enjoy the thrill of hunting intelligent prey.

Source: Pathfinder Player Companion: Blood of the Moon.

Weretigers are egomaniacs with a natural talent for controlling others with fear and awe, a talent they usually use to reign over the humans they think of as slaves and cattle for the slaughter. Their indisputable power and animal magnetism makes it surprisingly easy for human populations to acquiesce to their rule; many a citizen has called a weretiger impossible to overthrow, and dangerous but not insufferable because she primarily hunts dissidents. Indeed, weretigers often only seek other human prey every few months to keep the rabble afraid. Some infect important servants to act as temporary proxies before exiling or killing them when their usefulness ends. Weretigers favor weretiger-kin as lackeys, as the former think of the latter as lesser (and less threatening) versions of themselves.

Although not as disciplined as werebears, weretigers are relatively patient and interested in exploiting every advantage they can to achieve overwhelming power. They sometimes operate as infamously ruthless killers for hire if they cannot establish themselves as rulers immediately.