Medium Humanoid (Human, Shapechanger), Neutral Evil
Armor Class 14 (natural armor) in boar or hybrid form, 10 in human form.
Hit Points 111 (14d10 + 34)
Speed 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
10 (+0)
WIS
11 (+0)
CHA
8 (-1)
Skills Athletics +7, Intimidation +4, Perception +2
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Exhaustion, Frightened
Senses Passive Perception 12
Languages Common (can't speak in boar form)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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.

Mindlessly Agressive. The werebettoar moves through difficult terrain without halfing its movement speed.

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, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the wereboar takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

 

Actions

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

Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 5) bludgeoning damage.

Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 6) 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

Dash. The wereboar moves up to its movement speed.

Reactions

Shrug off. When the Werebettoar is hit with a melee attack, it can use it's reaction to reduce the damage by 9 [rollable] (2d8)

Legendary Actions

The werebettoar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The werebettoar regains spent legendary actions at the start of its turns.

Aggresive Lunge. The werebettoar moves up to 10 ft. and makes 1 maul attack. 

Dash. The werebettoar moves up to its movement speed. 

Lash Out.The werebettoar makes 2 attacks, one of which can be a tusk attack.

Description

I wanted a fight with a wereboar to be more interesting so I made this, idk if it's at all good tho.

Monster Tags: Shapechanger

Habitat: ForestGrasslandHill

RoguishDoggo

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