Shapechanger. The wereboar-rat can use its action to polymorph into a boar-rat-humanoid hybrid or into a boar-rat, 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-Rat or Hybrid Form Only). If the wereboar-rat moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the wereboar-rat takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Keen Smell. The wereboar-rat has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack (Humanoid or Hybrid Form Only). The wereboar-rat makes two attacks, only one of which can be a bite or an attack with its tusks.
Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 3) piercing damage.
Tusks (Boar-Rat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereboar-rat lycanthropy.
Bite (Boar-Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereboar-rat lycanthropy.
Description
Wereboar-Rats are mixes of Wereboars and Wererats, created in a case of Double Lycanthropy.
Lycanthrope Abominations:
Wereboar-Rats are only one example of Lycanthrope Abominations. Lycanthrope Abominations are created rarely when someone is cursed by two different types of lycanthropy. Most cases of that ends in death or the second curse not catching on correctly and simply going away.
Lycanthrope Abominations forms include a regular humanoid form, however the other two forms are different. It's hybrid form is a humanoid hybrid of the two animals corresponding to the two curses the person has been afflicted by. It's animal form is a hybrid of the two animals. Lycanthrope Abominations are not liked much due to their freak-like nature, even by lycanthrope clans and gangs that they may be part of.
However some gangs like to keep Abominations, keeping them for their stronger abilities, as Lycanthrope Abominations keep abilities from both curses they hold.
How to make a Lycanthrope Abomination:
Choose two lycanthropes you want to combine (e.g. Werewolf and Werebear)
The Abomination gets all traits from both lycanthropes.
The Abomination gets all unarmed attacks from both lycanthropes.
Armor Class (both in humanoid and the two other forms) increases by two.
The Hit Points Die Count and Modifier are the two lycanthropes versions, added together. The Hit Point Dice is always a d8.
Ability Scores vary, depending on what lycanthrope curse came first, so there's a difference between a Werewolf-Bear and a Werebear-Wolf. STR, CON and WIS come from the first curse, while DEX, INT and CHA come from the second curse.
Passive Perception is whatever one is the highest out of the two.
The Abomination gets all skill proficiencies from both lycanthropes.
Curse DC comes from the highest DC out of the two, added by one. This goes for all attacks that can spread the curse. Any curse attacks spreads the abomination's curse, not curses for the seperate lycanthropes.
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