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Lycanthrope, Wereboar

Wereboar
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Appearance: Wereboars resemble large, muscular boars with a humanoid form, covered in coarse fur that ranges from dark brown to black. Their faces sport a combination of boar and human features, with sharp tusks protruding from their mouths and piercing red eyes that gleam with primal fury.

Behavior: These creatures are known for their ferocity and aggression, often displaying a wild and unpredictable temperament. They are solitary hunters, preferring to roam forests and rural areas under the cover of darkness. Wereboars are fiercely territorial and will fiercely defend their territory from intruders.

Habitat: They typically inhabit dense forests, thickets, and remote woodlands, where they can find ample prey and solitude. They prefer areas with abundant vegetation and natural cover, allowing them to move stealthily and ambush their prey.

Modus Operandi: When hunting, they rely on their keen sense of smell and natural athleticism to track down prey. They often stalk their victims silently before charging in with incredible speed and strength to deliver a devastating attack. After incapacitating their prey, they feast upon the carcass before retreating to their lair.

Motivation: The primary motivation of Wereboars is survival and the fulfillment of their primal instincts. They hunt to feed their insatiable hunger and to assert dominance over their territory. Additionally, some Wereboars may be driven by a desire for power or revenge, especially if they have been wronged by humans or other creatures in the past.


  • Wereboar 5e
  • Wereboar Pathfinder
wereboar
My Images (midjourney.com)

Medium humanoid (shapechanger), neutral evil


Armor Class: 11 (natural armor)

Hit Points: 76 (9d8 + 36)

Speed: 40 ft. (30 ft. in boar form)


STRDEXCONINTWISCHA
17 (+3)10 (+0)18 (+4)7 (-2)10 (+0)9 (-1)

Skills: Perception +2

Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered

Senses: darkvision 60 ft., passive Perception 12

Languages: Common (cannot speak in boar form)

Challenge: 4 (1,100 XP)


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 size and speed, 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. If the wereboar moves at least 15 feet straight toward a target and then hits it with a tusk attack 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.


Actions

Multiattack. In humanoid form, the wereboar makes two attacks, only one of which can be with its tusks. In boar form, it can make two attacks 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.

Tusk (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereboar lycanthropy.

Gore (Boar Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 3) slashing damage.


Description:

The wereboar stands as a hybrid of human and boar, its muscular frame blending the attributes of both forms into a fearsome predator. With coarse, bristly fur covering its humanoid body, its snout protrudes into a set of sharp tusks, and its eyes gleam with a predatory intelligence. In boar form, it becomes a massive, hulking beast, its tusks glistening with the blood of its prey as it charges forth with primal fury.

Wereboar

This potbellied creature has the body of a man and the head of a crazed boar. Large tusks jut from his upper jaw.

Wereboar (Human Form) CR 2

XP 600
Human natural wereboar barbarian 2
CN Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +7

DEFENSE

AC 12, touch 9, flat-footed 11 (+3 armor, +1 Dex, –2 rage)
hp 31 (2d12+13)
Fort +7, Ref +1, Will +4
Defensive Abilities uncanny dodge

OFFENSE

Speed 40 ft.
Melee dagger +6 (1d4+4/19–20), bite +1 (1d4+4)
Ranged dagger +4 (1d4+4/19–20)
Special Attacks rage (8 rounds/day), rage powers (animal fury)

STATISTICS

Str 19, Dex 13, Con 18, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 17
Feats Power Attack, Toughness
Skills Handle Animal +4, Intimidate +4, Knowledge (nature) +5, Perception +7, Profession (farmer) +4
Languages Common
SQ change shape (human, hybrid, and boar; polymorph), fast movement, lycanthropic empathy (boars and dire boars)

Wereboar (Hybrid Form)
CR 2

XP 600
Human natural wereboar barbarian 2
CN Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +7

DEFENSE

AC 14, touch 9, flat-footed 13 (+3 armor, +1 Dex, +2 natural, –2 rage)
hp 30 (2d12+17)
Fort +8, Ref +1, Will +4
Defensive Abilities ferocity, uncanny dodge; DR 10/silver

OFFENSE

Speed 40 ft.
Melee dagger +8 (1d4+6/19–20), bite +3 (1d4+3 plus curse of lycanthropy), gore +3 (1d8+3)
Ranged dagger +3 (1d4+3/19–20)
Special Attacks rage (8 rounds/day), rage powers (animal fury)

STATISTICS

Str 23, Dex 13, Con 23, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +8; CMD 19
Feats Power Attack, Toughness
Skills Handle Animal +4, Intimidate +4, Knowledge (nature) +5, Perception +7, Profession (farmer) +4
Languages Common
SQ lycanthropic empathy (boars and dire boars), fast movement, change shape (human, hybrid, and boar; polymorph)

ECOLOGY

Environment any forests or plains
Organization solitary, pair, brood (3–8), or troupe (3–8 plus 1–4 boars)
Treasure NPC gear (studded leather armor, 2 daggers, other treasure)

In their humanoid forms, wereboars tend to be stout with upturned noses, bristly hair, and a noticeable overbite. They usually have red, brown, or black hair, though a few are golden blond, pale blond, or even bald. Chin whiskers are common, but males often can’t grow full beards. Because they can be stubborn and aggressive when riled up, wereboars usually live in their own communities rather than mixing with non-lycanthropes; a wereboar’s farm or ranch doesn’t look out of the ordinary. Wereboars tend to have large families with many children.

Many wereboars are known to have especially bad tempers, rivaling those of murderous werewolves, and even other lycanthropes tend to avoid them. This suits the wereboars fine, especially as some weretigers and werewolves have been known hunt young wereboars.

Note that the statistics presented here for wereboars assume that the creatures are in their barbarian rage—if the creatures are encountered at another time, simply adjust their statistics accordingly.

Wereboars in human form can be distinguished from wereboar-kin by their spiteful demeanor and need to control others. They frequently live as bandits or violently dominate villages or small fiefdoms. Like ragebred, they have strong family loyalty and a driving desire to procreate.

They may choose to infect the targets of their romantic feelings in the hope that it binds them together, often with predictably troubling results. Even more ashamed of their condition than wereboar-kin, wereboars resent ragebred for avoiding the indignity of becoming wholly a pig.

Wereboars are among the lycanthropes most likely to embrace a life of adventure, thinking of it as a way to prove their worth and intimidate those they wish to control.

They are most often barbarians, but wereboar fighters and rogues are also common and the rare lycanthrope oracles are most often wereboars.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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