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Weretiger (PFS 3-13)Creature 4

Source Pathfinder Society Scenario #3-13: Guardian's Covenant
Perception +11 (low-light vision, scent (imprecise) 30 feet)
Languages Common, Tiger Empathy
Skills Acrobatics +11, Athletics +12, Deception +7, Society +10, Stealth +11
Str +4, Dex +3, Con +3, Int +0, Wis +3, Cha -1

AC 21; Fort +11; Reflex +13; Will +9;
HP 75
Speed 30 feet
Weaknesses Silver 5

Jaws One Action +14 (+9, +4) to hit 2d6+7 Piercing
Claw One Action +14 (+10, +6) to hit (agile) 2d4+7 Slashing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Tiger Empathy (divination, primal)

The weretiger can communicate with felines.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Change Shape One Action (concentrate, polymorph, primal, transmutation)

The weretiger changes into their animal, human, or hybrid shape; they are presented in their animal shape. Each shape has a specific, persistent appearance.

In human or hybrid form, the weretiger's size changes to Medium, they lose their Wrestle ability, and their speed decreases to 25 feet. In human form, they also lose their jaws and claw Strikes and gain a melee fist Strike (+14 for 1d4+7 bludgeoning damage).

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Curse of the Weretiger (curse, necromancy, primal)

This curse affects only humanoids

Saving Throw DC 21 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.

Moon Frenzy (polymorph, primal, transmutation)

When a full moon appears in the night sky, the weretiger must enter hybrid form and can't Change Shape thereafter. When the moon sets or the sun rises, the weretiger returns to humanoid form and is Fatigued for 2d4 #hours hours.

Wrestle One Action

The weretiger makes a claw Strike against a creature it is grabbing. If the attack hits, that creature is knocked Prone. A weretiger can only use this ability in animal form.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.

Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.

These ferocious werecreatures stalk prey with the cunning and skill of a true apex predator. Weretigers typically view all life as a potential meal. Powerful nocturnal hunters with excellent senses that help them ambush prey, weretigers are adaptable to an extreme range of environments. However, weretigers living in densely populated cities (potentially as courtesans, assassins, or guild leaders) often struggle to suppress their killer instincts, becoming overwhelmed by the urge to hunt. They prefer to wear loose-fitting clothing and rely on their claws and jaws in a fight.

Werecreatures transform into animals and animal-humanoid hybrids under the light of the full moon. The doomed fate of these shapechanging creatures derives from an ancient primal curse that they can, in turn, transmit through their own bites. The stat blocks in this section reflect werecreatures in their hybrid forms.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


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.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.