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, 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) 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.
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 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Tusks (Boar or Hybrid Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (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.
The Wereboar is a neutral evil creature with a challenge rating of 4 and 78 HP. With an AC of 10 in humanoid form and 11 in boar and hybrid forms, it has decent defensive capabilities. However, its low CHA score of 8 affects its ability to charm or persuade others. Its immunities to Bl make it resistant to certain types of damage. Overall, the Wereboar is a formidable opponent for adventurers to face, especially with its shape-shifting abilities.
Wereboar is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Wereboar Pathfinder edition. Want to use Wereboar in a VTT (virtual tabletop)? Try out SendingStone for free today!
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