The legend of the Tigerclaws says their first leader, Hota Swiftstripe, was hunting near a glacier when he encountered a sabertooth tiger larger than any he’d ever seen before. Taller than a dragon and more fearsome, the tiger immediately challenged Hota with a roar and the battle began.
Hota was a strong warrior, but he was no match for the tiger’s might. It tore out the warrior’s eye and left him with four long scars down his face. He was a clever warrior as well though, and lured the tiger onto ice too thin to carry its weight so that it plunged into the freezing cold water of a mountain river. Watching the great cat thrash about helplessly Hota felt pity for it and knew he could not let it die, and so used his spear to help the tiger back to shore alive.
The great cat spoke to Hota. “I am the spirit Hunter of Winter, whom no mortal has ever bested. Now we are kin, for you bear the mark of my claw and live. As long as you roam free and hunt the wilds, the strongest of your descendants shall bear my spirit within them so that they might overcome all challenges as you have overcome me.” Thus the shifters of the Tigerclaw caste came to be, and so long as the Tigerclaw remain free Hunter of Winter’s spirit will continue to grant them power.
Originally from the 4e Monster Vault: Threats to the Nentir Vale.
Medium humanoid (shifter), chaotic neutral
Armor Class 15 (leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
Str 14 (+2) Dex 18 (+4) Con 15 (+2) Int 10 (+0) Wis 17 (+3) Cha 10 (+0)
Skills Athletics +4, Perception +5, Stealth +6
Senses passive Perception 15
Challenge 3 (700 XP)
Charge (1/Turn). If the scout moves at least 20 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) damage and must succeed on a DC 14 Constitution saving throw or lose 3 (1d6) hit points at the start of each of its turns due to a bleeding wound. Each time the target takes this extra damage, the damage dealt by the wound increases by 3 (1d6). The target can repeat the saving throw at the end of each of its turns, ending all bleeding on itself on a success. Any creature can take an action to stanch the wound with a successful DC 10 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Razorclaw Shifting (1/Short Rest). As a bonus action, the scout can shift to a more bestial apperance. The scout gains 12 temporary hit points, and its speed increases by 10 feet and opportunity attacks against the scout are made with disadvantage. These effects last for 1 minute, or until the scout dies.
Multiattack. The scout makes two melee attacks.
Light Pick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Wild Instict. When a hostile creature moves into a position where it is flanking the scout, the scout can move up to 10 feet without provoking opportunity attacks.
3rd level troop [humanoid] C2A0
Light Fang +9 vs. ACC2A0- 8 damage, or 10 damage if the scout wasnE28099t engaged with the target at the start of its turn
Sabertooth Strike +8 vs. PD (two attacks, each against a different target)C2A0- 5 damage
Natural 18+:C2A0The target also takes 5 ongoing damage (easy save ends).
Limited Use:C2A01/battle, recharges if no target is hit by this attack.
Razerclaw Flurry:C2A0While staggered the scout gains a +5 bonus to disengage checks.
Wild Instinct:C2A01/round, as an interrupt action, when an enemy engages the scout while the scout is already engaged with another enemy, it can make a disengage check as a free action.
ACC2A019 PDC2A017 MDC2A013 HPC2A042