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    Weretiger 5e: The Stalker Among Lycanthropes

    A weretiger is a CR 4 lycanthrope with AC 12, 120 hit points, darkvision, a longbow and a tiger's way of starting fights: from cover, at a run. The 2014 weretiger knocks targets prone with Pounce and bites them as a bonus action, and it is immune to bludgeoning, piercing and slashing damage from nonmagical attacks not made with silvered weapons. The 2024 weretiger drops Pounce and the immunity and gains Prowl, a bonus action that moves it without provoking opportunity attacks and lets it hide afterward. Its alignment is neutral in both editions.

    Table of Contents

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    Weretiger Stat Block (2014)

    The SRD 5.1 weretiger, in hybrid, tiger and human form.

    Weretiger, Hybrid Form

    Medium humanoid (human), neutral

    Armor Class 12
    Hit Points 120 (16d8+48)
    Speed 30 ft.
    STR
    17 (+3)
    DEX
    15 (+2)
    CON
    16 (+3)
    INT
    10 (+0)
    WIS
    13 (+1)
    CHA
    11 (+0)
    Skills Perception +5, Stealth +4
    Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
    Senses darkvision 60 ft., passive Perception 15
    Languages Common
    Challenge 4 (XP 1,100; PB +2)

    Traits

    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

    Multiattack. In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.
    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) 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: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
    Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
    Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Weretiger, Tiger Form

    Large humanoid (human), neutral

    Armor Class 12 (natural armor)
    Hit Points 120 (16d8+48)
    Speed 40 ft.
    STR
    17 (+3)
    DEX
    15 (+2)
    CON
    16 (+3)
    INT
    10 (+0)
    WIS
    13 (+1)
    CHA
    11 (+0)
    Skills Perception +5, Stealth +4
    Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
    Senses darkvision 60 ft., passive Perception 15
    Languages —
    Challenge 4 (XP 1,100; PB +2)

    Traits

    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: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) 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: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Weretiger, Human Form

    Medium humanoid (human), neutral

    Armor Class 12
    Hit Points 120 (16d8+48)
    Speed 30 ft.
    STR
    17 (+3)
    DEX
    15 (+2)
    CON
    16 (+3)
    INT
    10 (+0)
    WIS
    13 (+1)
    CHA
    11 (+0)
    Skills Perception +5, Stealth +4
    Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
    Senses darkvision 60 ft., passive Perception 15
    Languages Common
    Challenge 4 (XP 1,100; PB +2)

    Traits

    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.

    Actions

    Multiattack. In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.
    Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
    Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
    Form (2014)SizeSpeedAttacks on its turn
    Human (true form)Medium30 ft.Two scimitar or two longbow attacks
    TigerLarge40 ft.One claw or one bite (no Multiattack), plus Pounce
    HybridMedium30 ft.Two claws, or attack like a human, plus Pounce

    AC is 12 in every form. Changing shape takes its action, and gear stays behind when it becomes a tiger.

    Pounce (tiger or hybrid form): if the weretiger moves at least 15 feet straight toward a creature and hits it with a claw on the same turn, the target makes a DC 14 Strength save or falls prone. If the target is prone, the weretiger can bite it as a bonus action. That bite is the main way a 2014 weretiger spreads its curse, since Bite isn't part of its Multiattack.

    The tiger form is for travel, not fighting. It has no Multiattack, so a tiger-form weretiger makes one attack a turn. The hybrid makes two claws and can still pounce. Run as a tiger, fight as a hybrid.

    Keen Hearing and Smell gives Advantage on Perception checks that use either sense. With Perception +5 and darkvision 60 feet, it notices the party long before the party notices it.

    The Weretiger in the 2024 Rules

    The 2024 weretiger (SRD 5.2.1) is the most conservative of the lycanthrope updates. CR 4 (1,100 XP), AC 12, 120 hit points and the ability scores are all unchanged. Its tools are not.

    Weretiger, Hybrid Form

    Medium or Small Monstrosity (Lycanthrope), Neutral

    Armor Class 12
    Initiative +2 (12)
    Hit Points 120 (16d8 + 48)
    Speed 30 ft.
    STR
    17 (+3)save +3
    DEX
    15 (+2)save +2
    CON
    16 (+3)save +3
    INT
    10 (+0)save +0
    WIS
    13 (+1)save +1
    CHA
    11 (+0)save +0
    Skills Perception +5, Stealth +4
    Gear Longbow
    Senses Darkvision 60 ft.; Passive Perception 15
    Languages Common (can’t speak in tiger form)
    Challenge 4 (XP 1,100; PB +2)

    Actions

    Multiattack. The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.
    Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Weretiger under the GM’s control and has 10 Hit Points. Success: The target is immune to this weretiger’s curse for 24 hours.
    Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.
    Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage.

    Bonus Actions

    Prowl. The weretiger moves up to its Speed without provoking Opportunity Attacks. At the end of this movement, the weretiger can take the Hide action.
    Shape-Shift. The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Weretiger, Tiger Form

    Medium or Small Monstrosity (Lycanthrope), Neutral

    Armor Class 12
    Initiative +2 (12)
    Hit Points 120 (16d8 + 48)
    Speed 40 ft.
    STR
    17 (+3)save +3
    DEX
    15 (+2)save +2
    CON
    16 (+3)save +3
    INT
    10 (+0)save +0
    WIS
    13 (+1)save +1
    CHA
    11 (+0)save +0
    Skills Perception +5, Stealth +4
    Gear Longbow
    Senses Darkvision 60 ft.; Passive Perception 15
    Languages Common (can’t speak in tiger form)
    Challenge 4 (XP 1,100; PB +2)

    Actions

    Multiattack. The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.
    Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Weretiger under the GM’s control and has 10 Hit Points. Success: The target is immune to this weretiger’s curse for 24 hours.
    Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.

    Bonus Actions

    Prowl. The weretiger moves up to its Speed without provoking Opportunity Attacks. At the end of this movement, the weretiger can take the Hide action.
    Shape-Shift. The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Weretiger, Human Form

    Medium or Small Monstrosity (Lycanthrope), Neutral

    Armor Class 12
    Initiative +2 (12)
    Hit Points 120 (16d8 + 48)
    Speed 30 ft.
    STR
    17 (+3)save +3
    DEX
    15 (+2)save +2
    CON
    16 (+3)save +3
    INT
    10 (+0)save +0
    WIS
    13 (+1)save +1
    CHA
    11 (+0)save +0
    Skills Perception +5, Stealth +4
    Gear Longbow
    Senses Darkvision 60 ft.; Passive Perception 15
    Languages Common (can’t speak in tiger form)
    Challenge 4 (XP 1,100; PB +2)

    Actions

    Multiattack. The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack.
    Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.
    Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 11 (2d8 + 2) Piercing damage.

    Bonus Actions

    Shape-Shift. The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
    2014 Weretiger2024 Weretiger
    Creature typeHumanoid (human, shapechanger)Monstrosity (Lycanthrope)
    Damage immunitiesB/P/S from nonmagical attacks not made with silvered weaponsNone
    Size by formHuman and hybrid Medium, tiger LargeHuman Medium or Small, hybrid and tiger Large
    Signature movePounce: 15-ft. run, DC 14 Str or prone, bonus biteProwl: bonus-action move with no opportunity attacks, then Hide
    MultiattackHybrid: two claws or like a human; none as a tigerTwo attacks in any form (Scratch, or Longbow as human or hybrid); one can be a Bite as tiger or hybrid
    Melee damageClaw 7, bite 8Scratch 10, Bite 12
    Longbow6 (1d8 + 2)11 (2d8 + 2)
    Shape changeActionBonus Action

    Three things change the fight. The bite is in the Multiattack, so every hybrid or tiger turn can include a curse attempt. Scratch works in every form, and the tiger form now gets two attacks. The hybrid is Large, so it needs a 10-foot space and won't fit down a narrow alley without squeezing.

    Like the other 2024 lycanthropes it is a Monstrosity, so Hold Person and Charm Person only work on the 2014 version.

    How Weretigers Fight

    The werewolf hunts with a pack, the wereboar charges and the werebear stands its ground. The weretiger waits. Its best turn is the first one, from somewhere the party didn't look.

    Damage per round against AC 16 (claws and bite at +5 hit 50%; longbow at +4 hits 45%):

    Weretiger turnAverage damageCurse chance (Con +2 target)
    2014 hybrid: two claws, no Pounce7none
    2014 hybrid: Pounce, two claws, bonus bite if proneabout 10about 15%
    2014 human: two longbow shots5.4none
    2024 hybrid: Scratch + Bite1125%
    2024 hybrid or human: two longbow shots9.9none

    The 2014 Pounce row rests on this: Pounce triggers on any claw hit after the run, and at least one of two claws hits 75% of the time. A target with Strength save +2 fails DC 14 on 11 or lower (55%), so it ends up prone about 41% of the time. The bonus bite against a prone target rolls with Advantage (75% to hit), and so does the second claw when the first one did the knocking down. The bite then needs a failed DC 13 Constitution save (50% for Con +2) to curse: 41% × 75% × 50% is about 15%.

    2014: use the run-up every turn. Pounce only needs 15 feet of straight movement. A weretiger that pulls back 15 feet and comes in again gives up an opportunity attack but gets another shot at a knockdown. Against a party with no silver, that trade is free.

    2024: hit, prowl, hide. On its turn the hybrid attacks twice, then uses Prowl to move 30 feet (40 as a tiger) without provoking opportunity attacks and takes the Hide action. Hiding takes a DC 15 Dexterity (Stealth) check, which its +4 makes half the time, and needs Heavy Obscurement or at least three-quarters cover out of every enemy's line of sight. Tall grass, dense jungle, a dark warehouse full of crates. If it succeeds it has the Invisible condition, and its first attack next turn has Advantage.

    Prowl or Shape-Shift, not both. Both are bonus actions. A 2024 weretiger that opens with the longbow in human form has to spend one turn's bonus action changing shape before it can prowl.

    It's neutral, so it bargains. A weretiger at half hit points that can't hide anymore is a good candidate to take a deal over a death.

    How Many Weretigers for Your Party?

    A weretiger is worth 1,100 XP. For four characters, using the 2024 SRD 5.2.1 budget:

    Party of 4Weretiger encounter2024 difficulty2014 difficulty
    Level 41 weretiger (1,100 XP)ModerateMedium
    Level 41 weretiger + 1 tiger (1,300 XP)ModerateHard
    Level 52 weretigers (2,200 XP)ModerateHard
    Level 61 weretiger + 2 tigers (1,500 XP)LowMedium

    Tigers are CR 1 (200 XP). The 2014 column applies the 2014 Dungeon Master's Guide group multiplier, as our encounter difficulty calculator does.

    Terrain is worth more than numbers. One 2024 weretiger in heavy undergrowth plays harder than its Moderate label, because half its turns start with Advantage. One in an open courtyard is a 120-hit-point target with AC 12.

    How Players Beat Weretigers

    • •Take away the hiding places. Light, open ground and Faerie Fire shut down Prowl and Hide. Faerie Fire is a Dexterity save, and the weretiger's +2 fails DC 13 half the time; an outlined creature can't benefit from being Invisible.
    • •Stay close together. A hidden weretiger picks the isolated character. Keep the party within 10 feet of each other and ready attacks for when it appears.
    • •Use its low AC. AC 12 is the weakest of the SRD lycanthropes in 2024. Attacks with Advantage or high bonuses will land most of the time once you can see it.
    • •Don't stand up into a second bite (2014). Getting knocked prone by Pounce gives it a free bite. Characters with good Strength saves should take the front.
    • •2014: Hold Person and Moonbeam. It's a Humanoid with Wisdom +1, so Hold Person works. Moonbeam forces a shapechanger back to its true form on a failed save; in human form it has no claws or bite.
    • •2014: magic or silver for damage. Magic Missile never misses, which helps when the target keeps disappearing.

    Weretiger Encounter Ideas

    The wheat at harvest. A farming village loses a reaper a night during the harvest. The fields are head-high wheat: Heavily Obscured from every direction. The 2024 weretiger hits, prowls and vanishes into the rows. The party can burn the field (and the village's winter), cut it down under attack, or find out which seasonal laborer arrived the week the deaths began.

    The caravan scout. The party's caravan hires a quiet scout who never misses a shot and refuses to sleep near the horses. Three nights out, raiders attack, and the scout shifts to a tiger and kills two of them. The merchant knew all along. The question is whether anyone in the party was bitten in the confusion.

    The noble's menagerie. A duke's private zoo has a tiger enclosure planted like a jungle. A guest was found dead inside, and the keeper says the tiger did it. The tiger is real. So is the keeper, who is a weretiger, and who goes into the enclosure every night.

    Frequently Asked Questions

    What CR is a weretiger in 5e?

    A weretiger is CR 4 (1,100 XP) in both editions, with AC 12 and 120 hit points in both.

    How does Pounce work for a weretiger?

    In the 2014 rules, if the weretiger in tiger or hybrid form moves at least 15 feet straight toward a creature and hits it with a claw, the target makes a DC 14 Strength save or is knocked prone. The weretiger can then bite a prone target as a bonus action. The 2024 weretiger has Prowl instead of Pounce.

    What is a weretiger immune to?

    The 2014 weretiger is immune to bludgeoning, piercing and slashing damage from nonmagical attacks not made with silvered weapons. The 2024 weretiger has no damage immunities.

    Is a weretiger evil?

    No. Both SRD stat blocks list the weretiger as neutral. The werewolf, wererat and wereboar are evil and the werebear is neutral good.

    How do you get weretiger lycanthropy?

    A Humanoid bitten by a weretiger in tiger or hybrid form makes a DC 13 Constitution save and is cursed on a failure. Under the 2024 rules, a cursed creature that drops to 0 hit points becomes a weretiger under the GM's control with 10 hit points.


    Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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