Homebrew Lycanthrope - Wereboar Species Details

One of the most ancient and feared of all curses, lycanthropy can transform the most civilised humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.

Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilised creatures, often living alone in wilderness areas far from villages and towns.

Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.

A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form — or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.

Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.

Lycanthrope - Wereboar Traits

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.

Charge (Animal or Hybrid Form only)

If you move at least 15 feet straight toward a target and then hits it with your tusks on the same turn, the target takes an extra 2d6 piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

Tusks (Animal or Hybrid Form only)

Your tusked maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 2d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. 

Damage Immunity (Animal or Hybrid Form only)

You have immunity  to bludgeoning, piercing, and slashing damage from weapon attacks, if the weapon isn't magical nor silvered.

Silver Vulnerability

Thanks to your curse, silver becomes deadly to you, silvered weapons do double damage and 2d8 fire damage,  any objects made out of silver act like they are under the effect of heat metal when in contact to you.

Boar Movement

While in Animal Form your movement speed is increased to 40 feet.

Shapechanger

The lycanthrope can use its action to polymorph into an animal-humanoid hybrid, into a creature, 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.

Natural Armor (Animal or Hybrid Form only)

You have thick skin. When you aren’t wearing armor, your AC is 10 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Feral Madness

Every time you fall to 0 it points while in hybrid or animal form, you have to roll a d20 and add your wisdom saving throw to keep your sanity. The dc for this saving throw starts at 10 and goes up by 1 every time you fall to 0 it points. The spell greater restoration and the greater restoration potion can make your insanity dc go back to 10. If you fail 3 checks consecutive you will enter the state of feral madness where you will become violent and bloodthirsty attacking any creature nearby, ally or 

Bloodthirst

During a full moon you have to make a wisdom saving throw dc 20, if you fail you will instantly shapeshift, if you succeed you don't shapeshift and maintain sanity. If you shapeshift you will be under the effect of the feral madness and it will only stop at sunrise. 

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