Shapechanger. The weretiger 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. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce (Tiger or Hybrid Form Only). If the weretiger 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.
Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the weretiger makes two scimitar attacks. In hybrid form, it 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 + 3) piercing damage.
Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (3d12 + 6) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, reach 60/240 ft., one target. Hit: (4d10 + 6) bludgeoning damage.
Cold vulnerability
Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.
Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).
Multiattack. The salamander makes two attacks: one with its spear and one with its tail.
Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) piercing damage plus (1d6)fire damage. two handed
Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage plus (1d6)fire damage.
Spear. Ranged Weapon Attack: +7 to hit, reach 20/60 ft., one target. Hit: (2d6 + 4) piercing damage plus (1d6)fire damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d6 + 4) bludgeoning damage plus (2d6)fire damage. The target is grappled (escape dc 14) Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage.
Dagger. Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 3) piercing damage.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.