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Wereboar

Wereboars are impetuous and cavalier lycanthropes that delight in sowing misery and pain, and revel in spreading their curse to others. . Stubborn andtenacious, most wereboars can weather a mortal blow and continue fighting on the brink of death. A single wereboar is a menace; a sounder of wereboars is a plague. By nature, the strong cull the weak—or so wereboars believe. With this philosophy, they pillage others, storming out from forests to terrorize villages. Wereboars hate werebears, whom they often share territory with, above all others—and the dreaded werewolf is a close second. Wereboars, like all lycanthropes, have the eternal struggle with the Beast Within, which can result in a Bloodlust.
  Vulnerabilities. A wereboar is harmed both by silvered weapons and sharpened spears of wood—symbolic of the weapons used to hunt boars in antiquity. Such a wooden spear (which counts as an improvised weapon) must have no metal on it whatsoever. A wereboar’s anathema is camphor. A wereboar that consumes camphor is poisoned for 1d8 + 12 hours, and must succeed on a DC 17 Constitution saving throw, taking 84 (12d8 + 30) poison damage on a failed save, or half as much damage on a successful one. The camphor is neutralized if it is cooked into food or heated to 408 degrees Fahrenheit  

Alignment

If you embrace the curse, your alignment becomes neutral evil and you gain 1d+2 random flaws from following Phenotypical Flaw table. If you resist the curse, you gain the following flaws: “Only raw meat satisfies my hunger,” and “I can’t remember my dreams.” Additionally, they gain 1d4 flaws from the following Phenotypical table  
Wereboar Phenotypical Flaws
1d10 Flaws
1 I never give up a grudge.
2 There is no greater pleasure than inflicting pain.
3 To admit fault is to admit weakness.
4 Consequences are for other people.
5 I am never to blame.
6 I am impetuous and trust instinct over reason.
7 I never back down from a challenge, even in the face of death or defeat.
8 I am reckless and quick to anger.
9 Mercy is for the weak.
10 It is the right of the strong to abuse the weak.
           

Lycanthropic Prowess

Endowed with lycanthropic strength, your Strength ability score increases to 17, if it isn't already higher.  

Shapechanger

You are a shapechanger and are affected by spells such as moonbeam. As an action, you can transform into beast form (a Medium Boar) or your hybrid form (a Medium Boar-humaniod hybrid). While in your hybrid or beast form, your walking speed increases by 10 feet in either form and you have a +1 bonus to your AC. You can’t speak or perform the verbal, somatic, or material components of spells while in beast form. Your statistics remain the same in any form, unless stated otherwise. Any equipment you are wearing or carrying isn’t transformed. You revert to your true form if you die.    

Lycanthropic Resilience

Lycanthropy has honed your stamina and toughened your flesh. You gain the features below, as determined by your character level.   Natural Armor. Your AC equals 13 + your Dexterity modifier while you aren’t wearing armor. 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 Defense. Starting at 5th level, your AC equals 13 + your Constitution modifier + your Dexterity modifier while you aren’t wearing armor. You can still wield a shield and maintain this benefit.   Lycanthropic Resistance. Beginning at 15th level, you have resistance to bludgeoning, piercing, and slashing damage inflicted by nonmagical, non-silvered weapons.   Lycanthropic Immunity. Beginning at 20th level, you have immunity to bludgeoning, piercing, and slashing damage inflicted by nonmagical, non-silvered weapons. This feature replaces Lycanthropic Resistance.  

Darkvision

You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.    

Natural Weapons

While in your beast or hybrid form, you make melee attacks with that form’s natural weapons: claws or fangs. You are proficient with these attacks. These attacks do not count as weapon attacks or unarmed strikes. Your claws use your strength modifier for attack and damage rolls and deal 1d10 slashing damage. Your fangs also use your strength modifier for you attack and damage rolls, but deal 1d10 piercing damage instead.  

Extra Attack

Starting at 5th level, while in your hybrid form, you can attack twice with your natural weapons, instead of once, whenever you take the Attack action on your turn.  

Charge (Beast or Hybrid Form Only)

When you move at least 15 feet straight toward a creature and hit it with your natural weapons, you deal an extra 2d6 slashing damage  

Relentless

When you are reduced to 0 hit points, you can roll 4d6. If the damage is less than the result of the roll, you are reduced to 1 hit point instead. Once you use this feature, you can’t use it again until after you finish a long rest.

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