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Pathfinder Second Edition

Compendium

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Weretiger

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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. They prefer to wear loose-fitting clothing and rely on their claws and jaws in a fight.

Attributes

Weretiger

Creature 4

NELargeBeast, Human, Humanoid, Werecreature
  • Perception11; low-light vision, scent (imprecise) 30 feet
  • LanguagesCommon, tiger empathy
  • Skills acrobatics 11 athletics 12 deception 7 society 10 stealth 11
  • Str4Dex3Con3Int 0Wis3Cha-1
  • AC 21 Fort11Ref13Will9
  • HP 75 Weaknessessilver 5
  • Tiger Empathy The weretiger can communicate with felines.
  • Attack of Opportunity TriggerA creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect: The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike.
  • Speed25 feet,
  • Melee claw 14 (agile) Damage2d4+7 slashing jaws 14 Damage2d6+7 piercing plus curse of the weretiger and Grab
  • Change Shape (concentrate, polymorph, primal, transmutation) The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature’s natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn’t already have (such as Grab), and they lose their weapon Strikes. Human with fist +14 for 1d4+7 bludgeoning, or tiger with Speed 30 feet and Wrestle. 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, necromancy, primal) Saving Throw: DC 21 Fortitude. This curse affects only humanoids; Saving Throw Fortitude DC is the standard DC for the werecreature’s new level – 1. 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, transmutation) 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 their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 (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. 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.