Jaguar Priest (Template)
Some priests of Tezcatlipoca are afflicted with lycanthropy as a gift from their god. They become afflicted werejaguars with the following changes to the werejaguar template: jaguar priests are always Chaotic Evil, and their shapechanging ability goes through a 28 day cycle. They spend one week in humanoid form, one week as a hybrid, one week in jaguar form, and one week again as a hybrid before repeating the cycle. Jaguar priests never learn the Control Shape skill, as it is forbidden in their religion, and, as afflicted lycanthropes, they cannot spread the curse of lycanthropy.
Sample Jaguar Priest
Jaguar Priest, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 5d8+5 plus 4d8+12 (57 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 studded leather armor, +2 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+7
Attack: Spear +7 melee (1d8+1/×3) or spear +6 ranged (1d8+1/×3)
Full Attack: Spear +7/+2 melee (1d8+1/×3) or spear +6 ranged (1d8+1/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rebuke undead, spells
Special Qualities: Alternate form, jaguar empathy, low-light vision, scent
Saves: Fort +9, Ref +5, Will +11
Abilities: Str 12, Dex 10, Con 13, Int 14, Wis 18, Cha 8
Skills: Balance +0, Climb +1, Concentration +8, Diplomacy +9, Hide +4, Jump +2, Knowledge (religion) +10, Listen +9, Move Silently +4, Spellcraft +10, Spot +9, Swim +2
Feats: Alertness, Combat Reflexes, Iron Will (B), Multiattack (B), Spell Focus (Enchantment), Spell Focus (Necromancy), Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or family (2-4)
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +2
Jaguar Priest, Jaguar Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 5d8+5 plus 4d8+12 (57 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +6/+11
Attack: Bite +11 melee (1d8+5)
Full Attack: Bite +11 melee (1d8+5) and 2 claws +9 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d3+2
Special Qualities: Alternate form, jaguar empathy, damage reduction 5/silver, low-light vision, scent
Saves: Fort +11, Ref +9, Will +11
Abilities: Str 20, Dex 18, Con 17, Int 14, Wis 18, Cha 8
Skills: Balance +10, Climb +13, Concentration +10, Diplomacy +9, Hide +12*, Jump +16, Knowledge (religion) +10, Listen +9, Move Silently +12, Spellcraft +10, Spot +9, Swim +8
Feats: Alertness, Combat Reflexes, Iron Will (B), Multiattack (B), Spell Focus (Enchantment), Spell Focus (Necromancy), Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or family (2-4)
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +2
Jaguar Priest, Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 5d8+5 plus 4d8+12 (57 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +6/+11
Attack: Spear +11 melee (1d8+7/×3); or claw +11 melee (1d4+5); or spear +10 ranged (1d8+5/×3)
Full Attack: Spear +11/+5 melee (1d8+7/×3) and bite +9 melee (1d8+2); or 2 claws +11 melee (1d4+5) and bite +9 melee (1d8+2); or spear +10 ranged (1d8+5/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, rebuke undead
Special Qualities: Alternate form, jaguar empathy, damage reduction 5/silver, low-light vision, scent
Saves: Fort +11, Ref +9, Will +11
Abilities: Str 20, Dex 18, Con 17, Int 14, Wis 18, Cha 8
Skills: Balance +10, Climb +13, Concentration +10, Diplomacy +9, Hide +12*, Jump +12, Knowledge (religion) +10, Listen +9, Move Silently +12, Spellcraft +10, Spot +9, Swim +8
Feats: Alertness, Combat Reflexes, Iron Will (B), Multiattack (B), Spell Focus (Enchantment), Spell Focus (Necromancy), Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or family (2-4)
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +2
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 jaguar priest presented here is a 5th-level human cleric, using the following base ability scores: Str 12, Dex 10, Con 13, Int 14, Wis 15, Cha 8. The 8 HD ability advancement was placed in Wisdom.
COMBAT
A werejaguar will try to ambush opponents, ideally from behind. They mostly use their spears to make ranged attacks, favoring their claws and fangs for melee. Werejaguars are secretive and prefer to kill in jaguar 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 jaguar". Werejaguars 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 jaguar priest can assume the form of a jaguar or a jaguar-humanoid hybrid. A jaguar priests' shapechanging ability goes through a 28 day cycle. They spend one week in humanoid form, one week as a hybrid, one week in jaguar form, and one week again as a hybrid before repeating the cycle.
Jaguar Empathy (Ex): Communicate with jaguars, and +4 racial bonus on Charisma-based checks against jaguars.
Improved Grab (Ex): To use this ability, a werejaguar in jaguar 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 werejaguar in jaguar form charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +11 melee, damage 1d3+2.
Spells (Sp): The jaguar priest casts spells as a 5th level cleric with the Chaos and Charm domains.
Typical Spells Prepared (5/4+1/3+1/2+1; save DC 14 + spell level, 15 + spell level for Enchantment or Necromancy spells), The save DCs are Wisdom-based;
0 – detect magic, detect poison, guidance, read magic, resistance;
1st – cure light wounds, divine favor, doom (DC16†), charm person*(DC16†), protection from law;
2nd – shatter* (DC16), enthrall (DC17†), resist energy, spiritual weapon;
3rd – bestow curse (DC18†), dispel magic, suggestion* (DC18†);
* Domain spell.
† Enchantment or Necromancy spell.
Skills: In jaguar or hybrid form, werejaguars have a +6 racial bonus on Balance, Jump and Swim checks plus a +4 racial bonus on Hide and Move Silently checks. A werejaguar in jaguar or hybrid form has a +8 racial bonus to Climb checks and 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 werejaguar in jaguar or hybrid form improves to +8.