Black-furred cat folk born of ancient jungle rituals, werepanthers raid mountain tribes for slaves and serve a shaman lord who made their kind.
Werepanthers are uncommon lycanthropes of tropical highlands, made long ago by juju rites that fused a beast's strength and senses with human beings. Their maker, the shaman panther lord, still commands them. The panther shape is a jet-black mountain lion; the human shape is dark-skinned, strong and agile. Their favored, truest shape is the humanoid: black fur, fangs, a cat's face and keen amber eyes, heavier than the human form yet lithe, with a stalking gait. Humanoids can talk but snarl human words, and among themselves, or with any great cat, they speak in growls, coughs and roars.
A panther claws twice and bites, adding two hind-foot rakes when both claws land. None of these attacks spreads lycanthropy.
In other shapes they carry jet weapons: a black mace carved like a clawed paw (1d8), a curved knife (1d4+1) and, when overseeing slaves, a short barbed scourge (1d2). A natural 20 with the scourge strikes the face: 70% chance of a scar (-1 Charisma), 10% chance one eye is blinded. The humanoid's might grants +1 damage with weapons. They are harmed only by silver (half damage) or by magic of +1 or better (full damage), and revert to human shape when slain.
Panther shape is for hunting and play, human shape only for time near people, and humanoid shape for life in their remote villages. In every form they are proud and aloof. They hunt by night with true feline habits: secretive, fastidious, clever, and cruel in toying with prey. Their leader is a powerful true lycanthrope with shaman or witch doctor abilities.
Villages are crude huts, walled with a wooden stockade where huge or gargantuan predators roam. Werepanthers raid for slaves to do menial work, typically holding two or three captives for every master, and use their scourges for discipline far more than for war.
They eat their meat raw and bloody, preying on nearby human and humanoid tribes. Werejaguars, weretigers and wemics are sworn enemies. Strong captives may be carried home to be turned into werepanthers.
More: Monsters starting with W · Core Rules monsters · All monsters A-Z
Related: Giant Werebat [Lycanthrope] · Giant Werebear [Lycanthrope] · Kesrin [Unique Weretiger] · Loup de Noir [Lycanthrope] · Loup-garou [Lycanthrope] · Lycanthrope Overview · Lythari [Lycanthrope] · Rat King [Lycanthrope] · Seawolf [Lycanthrope] · Werealligator [Lycanthrope] · Werebaboon [Lycanthrope] · Werebadger [Lycanthrope]
| Climate/Terrain | Tropical hills and mountains |
|---|---|
| Frequency | Rare |
| Organization | Pride, tribe |
| Activity Cycle | Any |
| Diet | Carnivore |
| Intelligence | Very (11-12) |
| Treasure | Nil (C) |
| Alignment | Lawful evil |
| No. Appearing | 1-2 (24, lair) |
| Armor Class | 4 |
| Movement | 12 (15 cat) |
| Hit Dice | 5+1 |
| THAC0 | 15 |
| No. of Attacks | 2 weapons (2 claw/l bite cat) |
| Damage/Attack | By weapon (1d3/1d3/1d6 cat) |
| Special Attacks | Scarring (rake 1d4/1d4 cat) |
| Special Defenses | Silver or +1 weapons to hit |
| Magic Resistance | Nil |
| Size | M (5'4” tall) |
| Morale | Elite (14) |
| XP Value | 420 Panther Lord: 3,000+ |