Werecat (Cat Form) (CR 4)
Small Humanoid (Human and Shapechanger)
Alignment: Always chaotic good
Initiative: +2 (Dex); Senses: low-light vision, scent, Listen +6, and Spot +6
AC: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Hit Dice: 3d8+6 plus 1d8+3 (30 hp)
Fort +8, Ref +4, Will +7
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -3
Attack: Bite +5 melee
Full Attack: Bite +5 melee and 2 claws +0 melee
Damage: Bite 1d4-1, Claw 1d3-1
Special Attacks/Actions: Pounce, spells, turn undead 4/day
Abilities: Str 9, Dex 14, Con 16, Int 10, Wis 18, Cha 12
Special Qualities: Alternate form, cat empathy
Feats: Alertness; Extra Turning; Scribe Scroll; Weapon Finesse
Skills: Balance +10, Concentration +8, Hide +10, Knowledge (religion) +6, Listen +6, Move Silently +8, and Spot +6
Advancement: By character class
Climate/Terrain: Temperate and warm deserts and plains
Organization: Solitary, pair, or pride (3-8)
Lost Empires of Faerûn
A werecat generally uses its cat form for stealthy purposes, such as seeking out cults of Shar and Loviatar. It then hunts down its enemies in a form more suitable for combat - generally its hybrid form.
Curse of Lycanthropy (Su): Any humanoid or giant hit by the bite attack of a werecat in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Pounce (Ex): If a werecat in cat form charges a foe, it can make a full attack, even though it has moved.
Spells: As a 3rd-level cleric of Sharess, the sample werecat detailed above can cast divine spells, including spells from the Charm and Trickery domains.
Typical Cleric Spells Prepared (caster level 3rd): 0 - detect magic, light, resistance, virtue; 1st - bless, charm person* (DC 15), divine favor, shield of faith; 2nd - invisibility*, silence (DC 16), undetectable alignment.
* Domain spell. Domains: Charm (+4 bonus to Charisma for 1 minute 1/day) and Trickery (Bluff, Disguise, Hide are class skills).
Alternate Form (Su): A werecat can assume the form of a lynx-sized housecat or a cat-human hybrid.
Cat Empathy (Ex): A werecat can communicate with cats, leopards, lions, tigers, and dire cats of all sorts. It gains a +4 racial bonus on Charisma-based checks against such creatures.
Skills: A werecat in animal or hybrid form receives a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance checks. It uses its Dexterity modifier for Climb checks.
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.