Medium Humanoid (Orc, Shapechanger), Neutral Evil
Armor Class 16 studded leather
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
11 (+0)
CHA
8 (-1)
Skills Perception +2
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Poisoned
Senses Darkvision 60 ft, Passive Perception 12
Languages Common, Orc
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid, 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 (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, 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 Endurance. When the warped wereboar is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. They can’t use this feature again until they finish a long rest.

Savage Attacks. When the warped wereboar scores a critical hit with a melee weapon attack, they can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Actions

Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.

Greatsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tusks (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

Bonus Actions

Aggressive. As a bonus action, the warped wereboar can move up to their speed toward an enemy of their choice that they can see or hear. They must end this move closer to the enemy than they started.

Slam (Hybrid Form only). The warped wereboar can use a bonus action during their move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 16) or be knocked prone and take bludgeoning damage equal to 10 (1d12+4).

Reactions

Retaliation. When the warped wereboar takes damage from a creature that is within 5 feet of them, they can use their reaction to make a melee weapon attack against that creature.

Description

These orcs have succumbed to their lycanthropy, and have been affected by the presence of Claugiyliamatar. As a result, they can only shift to a hybrid-boar form but are stronger than normal wereboars.

Monster Tags: Shapechanger

Habitat: ForestGrasslandHill

AquarionRavenmane

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