Shapechanger. Colter can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. Colter has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce (Tiger or Hybrid Form Only). If Colter moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
Sneak Attack (Rakish Audacity). Colter has a +1 bonus to initiative rolls. Colter doesn't need advantage on the attack roll to use Sneak Attack against a creature if he is within 5 feet of it, no other creatures are within 5 feet of him, and he doesn't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply.
Thieves’ Cant.
Fancy Footwork. During your turn, if Colter makes a melee attack against a creature, that creature can't make opportunity attacks against him for the rest of his turn.
Evasion. When Colter is subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Reliable Talent. Whenever Colter makes an ability check that lets him add his proficiency bonus, he can treat a d20 roll of 9 or lower as a 10.
Rapier. +9 to hit. 1d8 + 5 piercing damage.
Dagger (2). +9 to hit. 1d4 + 5 piercing damage.
Multiattack (Humanoid or Hybrid Form Only). In humanoid form, Colter makes two rapier or dagger attacks. In hybrid form, He can attack like a humanoid or make two claw attacks.
Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d10 + 4 piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.
Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 4 slashing damage.
Panache. As an action, Colter can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
- If he succeeds on the check and the creature is hostile to him, it has disadvantage on attack rolls against targets other than him and can't make opportunity attacks against targets other than him. This effect lasts for 1 minute, until one of his companions attacks the target or affects it with a spell, or until he and the target are more than 60 feet apart.
- If he succeed son the check and the creature isn't hostile to him, it is charmed by him for 1 minute. While charmed, it regards him as a friendly acquaintance. This effect ends immediately if he or his companions do anything harmful to it.
Cunning Action. Colter can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Uncanny Dodge. When an attacker that Colter can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
Description
Rough, yet handsome looking pirate hunter.
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