Library / Bestiary

Weretiger (Human Form)

CR 4.00 Humanoid NE Medium HD 4
HP
29 (4d8+8)
AC
16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
Init
+7
Speed
30 ft.
Fort
+2
Ref
+7
Will
+4
BAB
+3
CMB
+4
CMD
17
Melee
mwk short sword +5 (1d6+1/19-20)
Ranged
mwk dagger +6 (1d4+1/19-20)
Defensive Abilities
evasion, trap sense +1, uncanny dodge
str
13
+1
dex
16
+3
con
12
+1
int
10
+0
wis
16
+3
cha
8
-1

Weapons: Simple

sneak attack +2d6

change shape (human, hybrid, and tiger; polymorph)

lycanthropic empathy (tigers and dire tigers)

rogue talents (bleeding attack +2, fast stealth)

trapfinding +2

Universal Monster Rules

Change Shape (human, hybrid, and tiger; polymorph) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Lycanthropic Empathy (tigers and dire tigers) Ex from Universal Monster Rule
In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Special Abilities

Evasion from text
Rogue Talents (bleeding attack +2, fast stealth) from text
Sneak Attack +2d6 from text
Trap Sense +1 from text
Trapfinding +2 from text
Uncanny Dodge from text

Feats, Traits & Items

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skill Focus (Stealth) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus

Acrobatics +9, Climb +7, Handle Animal +3, Intimidate +6, Perception +10, Sense Motive +10, Stealth +12, Survival +7, Swim +7

Details
Type
Humanoid
Alignment
NE
Size
Medium
Environment
any plains or swamps
Organization
solitary or pair
Treasure
NPC gear (studded leather, masterwork short sword, 2 masterwork daggers, other treasure)
Senses
low-light vision, scent; Perception +10
Languages
Common
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
3 House/Core

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