Medium Humanoid, Neutral Evil
Armor Class 10 (13 in boar or hybrid form)
Hit Points 171 (18d8 + 90)
Speed 40 ft., (50 in boar form)
STR
21 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
8 (-1)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws STR +8, CON +8
Skills Athletics +8, Intimidation +2, Perception +3
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened
Senses Passive Perception 12
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a giant boar, or back into its true form, which is humanoid. Its statistics, other than its size and 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, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Feral Instinct. The wereboar has advantage on initiative rolls.

Rampage. When the wereboar reduces a creature to 0 hit points, it can take a bonus action to more up to half its speed and make a tusk attack.

Relentless. If the wereboar drops to 0 hit points and doesn't die outright, if can make a DC 10 Constitution saving throw. If it succeeds, it drops to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5. When it finishes a short or long rest, the DC resets to 10.

 
Actions

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

Slam (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 5) bludgeoning damage.

Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereboar lycanthropy.

Terrifying Howl (Boar or Hybrid Form Only). The wereboar howls. Any beast or humanoid that the wereboar chooses within 300 feet of the wereboar and able to hear its howl must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of their turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for them, the target is immune to the wereboar's Terrifying Howl for 24 hours.

Description

Most lycanthropes, no matter how far from grace they fall, retain a measure of their humanity after being cursed. Even those who embrace their curse completely still remember parts of their pasts, and retain the ability to speak. This varies not only by the individual, but by the strain of the the curse which they've been infected by.

Wereboars stand out among other lycanthropes as particularly vicious and cruel, their curse being one of the most difficult to resist. In some cases, the transformation will be so thorough that any semblance of humanity will be erased, such that the wereboar, even in their true form, will be a dull-witted, bloodthirsty berzerker. Other wereboars call these individuals bludgeoners, and their presence is a bane on all those who dare cross their territory.

Monster Tags: Shapechanger

Habitat: ForestGrasslandHill

Checknerd

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