Wereboar Species in KELLDORIA (DRAGON REALMS) | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Wereboar

The Wereboar (Shapechanger)

  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.  

A Wereboar Warrior

 
Wereboar Warrior by 2e.aonprd

Basic Information

Anatomy

Humanoid (Wereboar):

Dietary Needs and Habits

Omnivore.

Additional Information

Social Structure

Family Packs or Solitary

Perception and Sensory Capabilities

Passive Perception 12

Civilization and Culture

Major Language Groups and Dialects

But Cannot speak in Boar Form
A Wereboar by dndbeyond
Genetic Ancestor(s)
Origin/Ancestry
Humanoid (Wearboar), Shapechanger
Related Organizations


Cover image: A Wereboar by dndbeyond

Wereboar CR: 4 (1,100XP)

Medium humanoid (human, shapechanger), neutral evil
Armor Class: 10 Humanoid Form, 11 (Natural Armour) in Boar or Hybrid Form.
Hit Points: 78 (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.
Damage Immunities: Bludgeoning, Piercing, and Slashing from Non-Magical Attacks not made with Silvered Weapons.
Senses: Passive Perception 12.
Languages: Kelldorian or Amorian (Common), Cannot speak in Boar Form.
Challenge Rating: 4 (1,100XP)

Shapechanger

The Wereboar can use its Action to Polymorph into a large boar-humanoid hybrid or into a boar, or back into its True form, which is humanoid. Its Statistics, other than its size and 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.  

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) Piercing 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.  

In Boar Form

 

Speed

40ft

Actions

Multiattack (Humanoid or Hybrid Form Only)

The Wereboar makes Two Attacks, only one which can be with its Tusks.    

Maul (Humanoid or Hybrid Form Only)

Melee Weapon Attack: +5 To Hit, Reach 5ft, One Target. Hit: 10 (2D6+3) Bludgeoning Damage.    

Tusks (Boar or Hybrid Form Only)

Melee Weapon Attack: +5 To Hit, Reach 5ft, One Target. Hit: 10 (2D6+3) Piercing Damage. If the target is a humanoid, it must Succeed on a DC 12 Constitution Saving Throw or be Cursed with Wereboar Lycanthropy.  

Comments

Please Login in order to comment!