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.
Tough Hide. The wereboar possesses a thick leathery hide covered in bristles, this allows it the withstand cold climates, caustic materials, violent electric shocks, and ranged weaponry.
Poor Insulation. Their pig-like physiology means that wereboars don't sweat, at least not as much as humans do. this means that they have trouble dispersing heat and dealing with hot climates. This also means that fire can be a real problem, as it can drastically raise their body temperature, cooking them alive from the inside.
A Taste of Rot. while possessing humanoid sentience, they are still subject to animal instincts and impulses. this means that while they have a keen sense of smell, they also have a perchance to eating rotting garbage, including meat, vegetables, and other such waste. its an impulse they can't help, and will scarf down large amounts of garbage in single gulps without much thought to what's inside. One affected with this form of lycanthropy will come to prefer rotten food to non.
Bane. Wereboars have a deathly reaction to Cartwheel flower, also knowns Giant Hogweed. Their skin burns at the touch and weapons coated in the plant's sap are quite potent tools against them. It's for this reason the plant is also known as Hogsbane.
Weak to Silver. Like most Therianthorpes, Wereboars are deathly weak to silver.
Pig Physiology. The Wereboar's pig-like physiology means that it is immune to poisons. whether this is due to their subcutaneous layer of fat, the way their body processes the poison, or even an enhanced feature of the curse is unknown.
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 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
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: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Tusks (Boar 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 12 Constitution saving throw or be cursed with wereboar lycanthropy.
Description
Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy weapons, while in hybrid or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the curse, the more savage and bestial they become.
Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but sometimes ally themselves with orcs.
When it comes to Porcinethorpy there are various folk tales on how one gains the cure. Some say one must eat from the same trough as a pig for several nights. Others say one must kill a wild boar, consume its heart, wash in its blood, and wear its skin under a fool moon. there are some who say it comes from eating pork from a pig whos been bitten by a snake. And the zealous say it is a punishment from the gods for greed and sloth.
There are some who gain the curse through a simple bite or scratch by one already afflicted. Pity them, for they bear this burden without choice.
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