Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.
Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn (but only once per turn), the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the wereboar takes 25 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Hooked Armor (Humanoid or Hybrid Form Only). The Wereboar is wearing a metal armor adorned with hooks and blades to cause damage by slamming in to enemies. It can use a bonus action to make one melee weapon attack with its armor hooks and blades against a target within 5 feet. If the attack hits (+7 to hit), the blades deal 1d4+4 piercing damage. Additionally, when you use the Attack action to grapple a creature you have advantage and the target takes 3 piercing damage if your grapple check succeeds.
Boar Stampede (Boar or Hybrid Form Only). The wereboar has 5 additional movement speed and can use a bonus action to Dash. If the wereboar moves at least a total of 50 feet (Using the Dash bonus action and regular movement speed) straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 13 (3d8) slashing damage in addition to the regular Charge damage.
Fury of the Raging Boar (Hybrid Form Only). The Wereboar may use Reckless Attack, like the Barbarian trait. When it does, and gets a critical hit, the wereboar gains 8 temporary hit points (Twice its Constitution Modifier, minimum 0).
Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.
Bladed Hook (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) Slashing damage. The target must succeed on a DC 15 Athletics or Acrobatics (whichever is highest) skill check or be grappled. May only attack with Bladed Tusks or its Hooked Armor when grappling a creature this way or release the grapple to attack with the Bladed Hook again.
Bladed Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., three targets within 5ft of each other. Hit: 15 (3d6 + 4) slashing damage. If the target is a humanoid (and if the wereboar chooses to), it must succeed on a DC 11 Constitution saving throw or be cursed with wereboar lycanthropy.
Description
Selma Herzrothug Behaviour.
She will charge the opponent whenever possible, preferably through "Entoxicating Fumes" (See: Wererat Gnome Alchemist Markus Teethrot).
Tests her opponents during battle to see who she will choose as her target for the remainder of the fight until Selma or they are dead (at around 50 hp she knows who she wants to kill).
If she's not in complete bloodlust she will fall back, on her wererat companions orders, further in to the deadly maze within the rebuilt sewers.
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