Unlock to Continue Reading

Purchase this content to gain full access. By purchasing this content, you will unlock items for the virtual tabletop as well.

library

Changed by the Hunger of the Boar

Habitat: Forest, Grassland, Hill; Treasure: Individual

Wereboars shape-shift from their humanoid forms into powerful boars or humanoid-boar hybrids. Many wereboars suffer their shape-shifting nature as a curse, with some involuntarily transforming any time they perform a greedy act or indulge their selfish nature.

Actions

Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.

Gore (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wereboar under the DM’s control and has 10 Hit Points. Success: The target is immune to this wereboar’s curse for 24 hours.

Javelin (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.

Tusk (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Medium or smaller creature and the wereboar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition.

Bonus Actions

Shape-Shift. The wereboar shape-shifts into a Medium boar-humanoid hybrid or a Small boar, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.


Wereboar

Medium or Small Monstrosity (Lycanthrope), Neutral Evil
  • Armor Class 15
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft., Walk 40 ft. (boar form only)
  • Initiative +2 (12)
STR
17 (3)
DEX
10 (0)
CON
15 (2)
INT
10 (0)
WIS
11 (0)
CHA
8 (-1)
  • Saving Throws Str +3, Dex +0, Con +2, Int +0, Wis +0, Cha -1
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Common (can't speak in boar form)
  • Challenge 4 (1100 XP)
  • Habitat Forest, Grassland, Hill
  • Treasure Individual

Actions


  • Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.
  • Gore (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. *Constitution Saving Throw:* DC 12. *Failure:* The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a **Wereboar** under the DM's control and has 10 Hit Points. *Success:* The target is immune to this wereboar's curse for 24 hours.
  • Javelin (Humanoid or Hybrid Form Only) (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (3d6 + 3) Piercing damage.
  • Javelin (Humanoid or Hybrid Form Only) (Ranged). Ranged Weapon Attack: +5 to hit, reach 30/120 ft., one target. Hit: (3d6 + 3) Piercing damage.
  • Tusk (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) Piercing damage. If the target is a Medium or smaller creature and the wereboar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (or [[2d6]] (2d6)) Piercing damage and has the Prone condition.
Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×