Weretiger [Lycanthrope]

Confident, cat-loving shapechangers, mostly female, who keep tidy cabins near villages, hoard gems, and fight with crushing punches and windpipe-tearing bites.

Setting: Core Rules · Sources: MC1 Volume I (w/binder #1); Monstrous Manual

Appearance

Weretigers are humans, mostly women, who can take tiger shapes, and they feel a deep bond with every kind of cat. As humans they are tall, sleek, powerful and very agile, with husky voices and a rolling r.

The hybrid is about a quarter larger than the human, covered in striped hide, with a 3-foot tail, feline legs that walk on the toes, and claws for nails. A tiger's muzzle, nose, ears and fangs sit on a head whose eyes and outline remain human, and long hair remains. With a good disguise it can fool distant observers. The third shape is a full-grown tiger with nothing human left.

Combat

In either tiger shape a weretiger punches, rakes and bites. Its punches hit for 1-4 and its raking claws for 2-5. The jaws are worst, able to tear a body apart or crush a throat, but it usually bites only as a full tiger.

In human form it is skilled with many weapons and is also a dangerous unarmed fighter, keeping its heavy punch along with keen smell and night vision.

Weretigers know the languages of all cats. Ordinary felines, great cats included, have a 75% chance to be friendly, and feline monsters a 25% chance. Even so, only 5% travel with true tigers.

Habitat and Society

Weretigresses outnumber males five to one. They live alone or in small prides, never marry, and take favored mates who may be human or tiger. Litters are one or two cubs born in hybrid shape, like furry babies with tails. Within days they crawl, by a month they walk, and inside a year they hunt, sized like a human child three times their age. At six they reach adolescence and can turn fully human; at 12 they gain the full tiger shape, the sign of adulthood. A male's child by a tigress or a human woman looks like its mother until adolescence, when the changes start.

Weretigers eat everything and claim a wild range of 1d4+6 (7-10) square miles. Homes are neat cabins near human villages, with herb and vegetable plots, poultry and many cats. They avoid cities, where their nature would be hard to hide, and any found there are usually one or two in human form on some errand, mission, revel or shopping trip. Self-assured, they seldom attack unless provoked.

Treasure comes from past fees, adventuring loot or the leftovers of defeated foes. They love gems and often hide a small stash near home.

Ecology

No lycanthrope adapts better. Weretigers are as comfortable among humans as among cats or monsters.

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]

Statistics

Climate/TerrainAny wilderness
FrequencyVery rare
OrganizationSolitary
Activity CycleNocturnal
DietCarnivore
IntelligenceAverage (8-10)
TreasureD,Q(×5)
AlignmentNeutral
No. Appearing1-6
Armor Class3
Movement12
Hit Dice6+2
THAC015
No. of Attacks3
Damage/Attack1-4/1-4/1-12
Special AttacksRake for 2-5/2-5
Special DefensesHit only by silver or +1 or better magical weapon
Magic ResistanceNil
SizeM or L (6-9')
MoraleElite (13-14)
XP Value975