Lycanthrope, Werecat
Werecats are mysterious shapeshifters given to vanity and fickle moods. Though not always evil, werecats are highly mercurial and quick to change sides, making them dangerous allies. They live solitary lives, blending into humanoid society by day and prowling the streets by night as thieves or killers. Werecats love creature comforts, and many werecats are notorious burglars.
Werecats have a long history on stretching back to the time of the Ancients, where many werecats set themselves up as cult leaders and pretty ‘Gods’. Some werecats remember these glory days, and werecat spellcasters are still known to gather cults of human minions.
Other feline lycanthropes look down on the relatively weaker werecats and often kill them on sight. Wealthy werecats sometimes hire adventurers to protect them from weretigers, werelions, and other stronger shapeshifters. Werecats and werewolves despise each other: werewolves see their feline counterparts as preening idiots, while werecats see the wolves as slobbering brutes. Finally, werecats often share their territory with wererats, whom they see as dangerous vermin; a single wererat is rarely
a match for a werecat, but a hungry pack of wererats can reduce one to a pile of bloody bones in a matter of minutes.
WERECAT (Human Form) CR 2 |
XP: 400 Human natural werecat rogue (acrobat) 2 CN Medium humanoid (human, shapechanger) Init: +3; Senses: Low-Light Vision, Scent; Perception +5 |
DEFENSE |
AC: 16, touch 13, flat-footed 13 (+3 armor, +3 Dexterity) hp: 13 (2 HD) Fort +0, Ref +6, Will +0 Defensive Abilities: Evasion |
OFFENSE |
Speed: 30 ft. Melee: mwk rapier +4 (1d6+2/18-20) Ranged: Light crossbow +4 (1d8/19-20/80 ft.) Special Attacks: Sneak attack +1d6 Combat Gear: 20 crossbow bolts, oil of magic weapon (2), potion of cure moderate wounds, potion of invisibility, holy water Spell-Like Abilities (CL 2nd, concentration +3): 3/day – Ghost sound (DC 11) |
STATISTICS |
Strength 14, Dexterity 17, Constitution 10, Intelligence 13, Wisdom 10, Charisma 10 Base Atk: +1; CMB: +3; CMD: 16 Feats: Multiattack, Toughness Skills: Acrobatics +10, Bluff +5, Climb +7, Diplomacy +5, Escape Artist +8, Knowledge (religion) +3, Perception +5, Sense Motive +5, Sleight of Hand +8, Stealth +8 Languages: Common, Elven |
SPECIAL ABILITIES |
Change shape (human, hybrid, or cat; polymorph), expert acrobat, lycanthropic empathy (cats and wildcats), rogue talents (minor magic [Ghost sound]) |
ECOLOGY |
Environment: Any Organization: Solitary Treasure: NPC gear (mwk studded leather armor) |
WERECAT (Hybrid Form) CR 2 |
XP: 400 CN Medium humanoid (human, shapechanger) Init: +4; Senses: Low-Light Vision, Scent; Perception +5 |
DEFENSE |
AC: 19, touch 14, flat-footed 15 (+3 armor, +4 Dexterity, +2 natural) hp: 17 (2 HD) Fort +2, Ref +7, Will +0 Defensive Abilities: Evasion; DR 10/silver |
OFFENSE |
Speed: 30 ft., Climb 20 ft. Melee: mwk rapier +5 (1d6+3/18-20), bite +2 (1d6+1 plus curse of lycanthropy), claw +2 (1d4+1) Ranged: Light crossbow +5 (1d8/19-20/80 ft.) Special Attacks: Pounce, sneak attack +1d6 Combat Gear: 20 crossbow bolts, oil of magic weapon (2), potion of cure moderate wounds, potion of invisibility, holy water Spell-Like Abilities (CL 2nd, concentration +3): 3/day – Ghost sound (DC 11) |
STATISTICS |
Strength 16, Dexterity 19, Constitution 15, Intelligence 13, Wisdom 10, Charisma 10 Base Atk: +1; CMB: +4; CMD: 18 Feats: Multiattack, Toughness Skills: Acrobatics +11, Bluff +5, Climb +16, Diplomacy +5, Escape Artist +9, Knowledge (religion) +3, Perception +5, Sense Motive +8, Sleight of Hand +9, Stealth +9 Languages: Common, Elven |
SPECIAL ABILITIES |
Change shape (human, hybrid, or cat; polymorph), expert acrobat, lycanthropic empathy (cats and wildcats), rogue talents (minor magic [Ghost sound]) |
ECOLOGY |
Environment: Any Organization: Solitary Treasure: NPC gear (mwk studded leather armor) |
WERECAT (Cat Form) CR 2 |
XP: 400 CN Small humanoid (human, shapechanger) Init: +4; Senses: Low-Light Vision, Scent; Perception +5 |
DEFENSE |
AC: 17, touch 15, flat-footed 15 (+4 Dexterity, +2 natural, +1 size) hp: 17 (2 HD) Fort +2, Ref +7, Will +0 Defensive Abilities: Evasion; DR 10/silver |
OFFENSE |
Speed: 30 ft., Climb 20 ft. Melee: Bite +5 (1d4+3 plus curse of lycanthropy), 2 claws +5 (1d3+3) Special Attacks: Pounce, sneak attack +1d6 Spell-Like Abilities (CL 2nd, concentration +3): 3/day – Ghost sound (DC 11) |
STATISTICS |
Strength 16, Dexterity 19, Constitution 15, Intelligence 13, Wisdom 10, Charisma 10 Base Atk: +1; CMB: +3; CMD: 17 (21 vs. trip) Feats: Multiattack, Toughness Skills: Acrobatics +11, Bluff +5, Climb +16, Diplomacy +5, Escape Artist +9, Knowledge (religion) +3, Perception +5, Sense Motive +8, Sleight of Hand +9, Stealth +13 Languages: Common, Elven (cant speak) |
SPECIAL ABILITIES |
Change shape (human, hybrid, or cat; polymorph), expert acrobat, lycanthropic empathy (cats and wildcats), rogue talents (minor magic [Ghost sound]) |
ECOLOGY |
Environment: Any Organization: Solitary Treasure: NPC gear |