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Wereboar

Wereboar CR: 4

Medium humanoid (human, shapechanger) , neutral evil
Armor Class: 10 (in humanoid form), 11 (natural armor) in boar or hybrid form
Hit Points: 78 (12d8+24) 12d8+24
Speed: 30 ft

STR

17 +3

DEX

10 +0

CON

15 +2

INT

10 +0

WIS

11 +0

CHA

8 -1

Skills: Perception +2 1d20+2
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses: passive Perception 12
Languages: Common (can't speak in boar form)
Challenge Rating: 4

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 and movement, are the same in each form. While in its boar form, it gains a speed of 40 ft. 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 7 (2d6) 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.

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: +5 1d20+5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) 2d6+3 bludgeoning damage.   Tusks (Boar or Hybrid Form Only). Melee Weapon Attack:+5 1d20+5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) 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.


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