Wereleopard Working Draft
Wereleopard
Wereleopard, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+9 (28 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 studded leather armor, +2 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+4
Attack: Spear +4 melee (1d8+1/×3) or spear +3 ranged (1d8+1/×3)
Full Attack: Spear +4 melee (1d8+1/×3) or spear +3 ranged (1d8+1/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, leopard empathy, low-light vision, scent
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance +0, Climb +1, Handle Animal +3, Hide +1, Jump +1, Listen +6, Move Silently +1, Spot +6
Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or family (2-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Wereleopard, Leopard Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+9 (28 hp)
Initiative: +8
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: Bite +7 melee (1d6+4)
Full Attack: Bite +7 melee (1d6+4) and 2 claws +2 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, improved grab, pounce, rake 1d3+2
Special Qualities: Alternate form, leopard empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 19, Dex 19, Con 16, Int 10, Wis 11, Cha 8
Skills: Balance +12, Climb +12, Handle Animal +3, Hide +9*, Jump +16, Listen +6, Move Silently +9, Spot +6
Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or family (2-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Wereleopard, Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+9 (28 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: Spear +7 melee (1d8+6/×3); or claw +7 melee (1d4+4); or spear +7 ranged (1d8+4/×3)
Full Attack: Spear +7 melee (1d8+6/×3) and bite +2 melee (1d6+2); or 2 claws +7 melee (1d4+4) and bite +2 melee (1d6+2); or spear +7 ranged (1d8+4/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, leopard empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 19, Dex 19, Con 16, Int 10, Wis 11, Cha 8
Skills: Balance +12, Climb +12, Handle Animal +3, Hide +9*, Jump +12, Listen +6, Move Silently +9, Spot +6
Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or family (2-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
An athletic, muscular humanoid with the head, claws and tail of a great cat. The creature's skin is hidden by lush fur, creamy white on its belly, golden with black spots elsewhere.
The wereleopard presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
COMBAT
A wereleopard will try to ambush opponents, ideally from behind. They mostly use their spears to make ranged attacks, favoring their claws and fangs for melee. Wereleopards are secretive and prefer to kill in leopard form, since witnesses often mistake them for mundane animals. This allows the lycanthrope to hide in human guise when hunters search for the "man-eating leopard". Wereleopards normally only fight in hybrid form when they are confident about leaving no survivors or if their true nature has already been exposed.
Alternate Form (Su): A wereleopard can assume the form of a leopard or a leopard-humanoid hybrid.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a wereleopard’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Leopard Empathy (Ex): Communicate with leopards, and +4 racial bonus on Charisma-based checks against leopards.
Improved Grab (Ex): To use this ability, a wereleopard in leopard form must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a wereleopard in leopard form charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +7 melee, damage 1d3+2.
Skills: In leopard or hybrid form, wereleopards have a +8 racial bonus on Balance, Climb and Jump checks and a +4 racial bonus on Hide and Move Silently checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.
*In areas of tall grass or heavy undergrowth, the Hide bonus of a wereleopard in leopard or hybrid form improves to +8.