Weretiger

Weretigers are solitary individuals which revel in the thrill of the hunt, proving to be ferocious athletes when given the opportunity to join competitions, and extremely territorial once settled in a region. A weretiger’s territory spans over ten square miles. Any villages in the territory are expected to pay tribute to the weretiger in exchange for their protection, usually in the form of a competition, sport, or hunt in which the weretiger can participate. Nothing pads a weretiger’s ego like victory, and so a weretiger trains to perfect its archery, hunting, or other talents. Weretigers are loath to spread their curse to others, for they tolerate no competition. When a weretiger discovers a new lycanthrope—especially a werecat—in its territory, the beast wastes no time hunting it down. Weretigers, like their namesake, are vengeful creatures that repay their detractors tenfold. They, like all lycanthropes, have the eternal struggle with the Beast Within, which can result in a Bloodlust.
  Vulnerability. Ginseng is a weretiger’s anathema. A weretiger that consumes a ginseng root is poisoned for 1d4 + 2 days, and must make a DC 15 Constitution saving throw, taking 147 (18d8 + 75) poison damage on a failed save, or half as much damage on a successful one.  

Alignment

If you embrace the curse, your alignment becomes neutral and you gain 1d+2 random flaws from following Phenotypical Flaw table. If you resist the curse, you gain the following flaws: “Only raw meat satisfies my hunger,” and “I can’t remember my dreams.” Additionally, they gain 1d4 flaws from the following Phenotypical table  
Weretiger Phenotypical Flaws
1d8 Flaw
1 My vanity knows no bounds
2 I alone have the right to rule
3 I become irritated when I'm not meticulously groomed
4 I like to play with my food - living or otherwise
5 I tolerate no disrespect to myself or my companions
6 I reward insults with petty vengeance
7 I make the bare minimum effort
8 I never forget a slight

Lycanthropic Prowess

Endowed with lycanthropic strength, your Strength ability score increases to 17, if it isn't already higher.  

Shapechanger

You are a shapechanger and are affected by spells such as moonbeam. As an action, you can transform into beast form (a Large Tiger) or your hybrid form (a Medium tiger-humaniod). While in your beast form, you have a walking speed of 40 feet You can’t speak or perform the verbal, somatic, or material components of spells while in beast form. Your statistics remain the same in any form, unless stated otherwise. Any equipment you are wearing or carrying isn’t transformed. You revert to your true form if you die.    

Lycanthropic Resilience

Lycanthropy has honed your stamina and toughened your flesh. You gain the features below, as determined by your character level. Natural Armor. Your AC equals 13 + your Dexterity modifier while you aren’t wearing armor. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.   Feral Defense. Starting at 5th level, your AC equals 13 + your Constitution modifier + your Dexterity modifier while you aren’t wearing armor. You can still wield a shield and maintain this benefit.   Lycanthropic Resistance. Beginning at 15th level, you have resistance to bludgeoning, piercing, and slashing damage inflicted by nonmagical, non-silvered weapons.   Lycanthropic Immunity. Beginning at 20th level, you have immunity to bludgeoning, piercing, and slashing damage inflicted by nonmagical, non-silvered weapons. This feature replaces Lycanthropic Resistance.    

Darkvision

You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.    

Natural Weapons

While in your beast or hybrid form, you make melee attacks with that form’s natural weapons: claws or fangs. You are proficient with these attacks. These attacks do not count as weapon attacks or unarmed strikes. Your claws use your strength modifier for attack and damage rolls and deal 1d10 slashing damage. Your fangs also use your strength modifier for you attack and damage rolls, but deal 1d10 piercing damage instead.    

Extra Attack

Starting at 5th level, while in your hybrid form, you can attack twice with your natural weapons, instead of once, whenever you take the Attack action on your turn.    

Keen Hearing and Smell

You have advantage on Wisdom (Perception) checks that rely on hearing or smell.    

Pounce (Beast or Hybrid Form Only)

If you move at least 15 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If the target is prone, you can make one bite attack against it with your natural weapons as a bonus action.

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