Medium or Small Monstrosity (Lycanthrope), Neutral Evil
AC 15    Initiative +2 (12)
HP 97 (15d8 + 30)
Speed 30 ft.
Mod Save
STR 17 +3 +3
DEX 10 +0 +0
CON 15 +2 +2
Mod Save
INT 10 +0 +0
WIS 11 +0 +0
CHA 8 −1 −1
Skills Athletics +7, Perception +2
Resistances Bludgeoning, Piercing, and Slashing from Magical Attacks
Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Gear Javelins (6)
Senses Passive Perception 12
Languages Common (can’t speak in boar form)
CR 5 (XP 1,800; PB +3)
Traits

Pack Member. The werebeast has Advantage on an attack roll against a creature if at least one of the werebeast‘s  allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Additionally, the werebeast must obey the orders of the pack alpha. The first time each day a werebeast disobeys the alpha, it takes 5d10 psychic damage. Any werebeast can challenge the pack alpha to a fight to the death. If successful, the challenger become the new pack alpha.

Regeneration. The werebeast regains 15 Hit Points at the start of each of its turns. If the werebeast takes damage from a silvered weapon, this trait doesn’t function on the werebeast’s next turn. The werebeast dies only if it starts its turn with 0 Hit Points and doesn’t regenerate.

Blessing of Mother Night. The werebeast is immune to nonmagical bludgeoning, slashing, and piercing damage (this does not include fall damage or damage dealt by another werebeast or a silvered weapon). The werebeast is resistant to magical bludgeoning, slashing, and piercing damage dealt

Actions

Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.

Gore (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Barovian werebeast (see chart below) under the DM’s control and has 10 Hit Points. Success: The target is immune to this werebeast’s curse for 24 hours.

Javelin (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.

Tusk (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Medium or smaller creature and the wereboar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition.

 

Barovian Werebeast Table

1- Barovian Wererat

2- Barovian Werebadger

3- Barovian Wereboar

4- Barovian Werewolf

5- Barovian Werepanther

6- Barovian Werebear

7- Barovian Polar Werebear

8- Barovian Weremammoth

9- Barovian Weredragon

10- Barovian Werepyr

Bonus Actions

Shape-Shift. The wereboar shape-shifts into a Medium boar-humanoid hybrid or a Small boar, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

Habitat: ForestGrasslandHill

CajunRobinHood

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