Size:
Medium
Type:
Humanoid
Form:
... that walks like a man
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: skirmisher
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
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.
Action
Claw (Tiger or Hybrid Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Action
Longbow (Humanoid or Hybrid Form Only)
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
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.
Action
Scimitar (Humanoid or Hybrid Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Special
Keen Hearing and Smell
The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Special
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.
Special
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.

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Action
2 claws/1 bite
1-6(x2)/2-12
Action
claw
2 * claw (1d6)
Action
bite
1 * bite (2d6)
Special
Human form
Have physical characteristics reminiscent of the associated animal type.
Special
Mundane damage immunity
In animal form, can only harmed by silver weapons or magic.
Special
Languages
In human form, can speak normally. In animal form, can only speak with animals of the associated type.
Special
Armour
Not used because it hinders shape-changing.
Special
Summon animals
Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.
Special
Wolfsbane
If hit, must save versus poison or flee in terror.
Special
Reversion
If killed, a lycanthrope reverts to its human form.
Special
Scent
Horses and some other animals can smell lycanthropes and will become afraid.
Special
Infection
A character who loses more than ½ their hit points from lycanthropes' natural attacks (i.e. bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.
Special
Surprise
On a 1-4, due to stealth.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Attack of Opportunity [Reaction]
Ability
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.
Ability
Curse of the Weretiger
(curse, necromancy, primal) This curse affects only humanoids; Saving Throw DC 18 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.
Ability
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 hours.
Ability
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.
Ability
Rend
claw
Ability
Tiger Empathy
(divination, primal) The weretiger can communicate with felines.
Offense
Melee
Circumstance: combat round (melee)
jaws +14 [+9/+4], Damage 2d6+7 piercing plus curse of the weretiger and Grab
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Human
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Werecreature
These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.
Language
Common
tiger empathy
Perception
low-light vision
scent (imprecise) 30 feet
Weakness
silver 5
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.
5e SRD
Shapechangers with a human and an animal form.
OSE