Monster · CR 4 (1,100 XP) · 2014 rules

Weretiger, Tiger Form

Medium humanoid (human), neutral

  • Armor Class 12 (natural armor)
  • Hit Points 120 ()
  • Speed 40 ft.
  • Skills ,
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
  • Senses darkvision 60 ft., passive perception 15
  • Languages —
  • Challenge 4 (1,100 XP) · Proficiency Bonus +2

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. 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.

Actions

Bite. Melee Weapon Attack: , reach 5 ft., one target. Hit: 8 () 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. Melee Weapon Attack: , reach 5 ft., one target. Hit: 7 () slashing damage.

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.1 (2014 rules) by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits