Werecheetahs
Only one race among the children of Cat, werecheetahs are the scouts of the werecat races. They are swift and cunning, and enjoy hunting. They can also be very effective warriors, if need be.
And a few notes:
-werecheetahs' initial hit die number is 3d8, and they advance by class level.
-as with other werecreatures, the only feats a werecheetah gains in other forms are Weapon Finesse and Multiattack, when applicable.
The Three Forms:
Like most other lycanthropes, werecheetahs can assume three different forms: Man, War and Cat. The Man form is a normal humanoid creature, the War is a towering beast that stands on it's hind legs but yet is very swift while running, and the Cat is exactly like a normal cheetah.
Handling The Forms:
Man: As with other werethings.
War: +10 Str, +6 Dex, +6 Con, Speed +20 ft, increase size by one category, bite attack at 1d8 if base size is medium, 1d6 if small, 2 claws at 1d3 if base size medium, 1d2 if small., Trip as a cheetah, +3 natural armor.
Cat: +6 Str, +8 Dex, +4 Con, speed +20 ft., bite attack at 1d6 damage if size is medium, 1d4 if small, 2 claws at 1d2 damage if medium, 1 if small, +1 natural armor, gain Trip attack as if cheetah, Sprint (see Monster Manual page 195).
Changing The Form:
As with other werecreatures.
Other Stuff:
Werecheetahs have the lycanthropic empathy and damage reduction abilities of normal lycanthropes from the Monster Manual.
CR: 4
Alignment: Usually Chaotic Good.
Werecheetah Characters: Werecheetahs often take classes such as barbarian and ranger to yet improve their mobility and survival abilities. Many are also druids, most being chaotic neutral rather than neutral good. Some bards and rogues also exist, but they are quite rare indeed.