Weretiger (Hybrid Form)
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.
- HP
- 37 (4d8+26)
- AC
- 20, touch 12, flat-footed 17 (+3 armor, +3 Dex, +5 natural, -1 size)
- Speed
- 30 ft.
- Init
- +7
- Melee
- bite +8 (2d6+6 plus grab and curse of lycanthropy), 2 claws +8 (1d8+6)
- Ranged
- mwk dagger +6 (1d6+6/19-20)
- BAB
- +3
- CMB
- +10 (+14 grapple)
- CMD
- 23
- Fort
- +4
- Ref
- +7
- Will
- +4
- DR
- 10/silver
- Defensive Abilities
- evasion, trap sense +1, uncanny dodge
Weapons: Simple
change shape (human, hybrid, and tiger; polymorph)
lycanthropic empathy (tigers and dire tigers)
rogue talents (bleeding attack +2, fast stealth)
trapfinding +2
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
Acrobatics +9, Climb +12, Handle Animal +3, Intimidate +6, Perception +10, Sense Motive +10, Stealth +8, Survival +7, Swim +2
- Type
- Humanoid
- Alignment
- NE
- Size
- Large
- Senses
- low-light vision, scent; Perception +10
- Languages
- Common
- Source
- Bestiary 2
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
Loading references...