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Pathfinder Second Edition

Compendium

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Wereboar

準備玩?建構無限的探路者 2e 角色 立即創建

Wereboars tend to be aggressive and stubborn, and often live with their own kind in small, remote communities. Even when they’re inclined to Interact with others, wereboars’ short tempers and hostile Nature lead other creatures to avoid them. Lone wereboars who settle down—often on remote farms—are extremely territorial, though others are content to roam and explore lands far from home. Their other habits also vary widely from individual to individual, right down to diet: some wereboars might feast on human flesh, while others are mostly vegetarian.

Attributes

Wereboar

Creature 2

CNMediumBeast, Human, Humanoid, Werecreature
  • Perception8; low-light vision, scent (imprecise) 30 feet
  • LanguagesCommon, boar empathy
  • Skills acrobatics 7 athletics 8 intimidation 5 survival 7
  • Str4Dex1Con4Int 0Wis2Cha-1
  • Items dagger (2) studded leather armor
  • AC 18 Fort10Ref5Will8
  • HP 45 Weaknessessilver 5
  • Boar Empathy The wereboar can communicate with boars and pigs.
  • Ferocity TriggerThe monster is reduced to 0 HP. Effect: The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
  • Speed25 feet,
  • Melee claw 10 (agile) Damage1d4+6 slashing dagger 10 (agile, versatile S) Damage1d4+6 piercing tusk 10 Damage1d8+6 piercing plus curse of the wereboar
  • Ranged dagger 7 (agile, thrown, versatile S, range increment 10 feet) Damage1d4+4 piercing
  • Boar Charge The wereboar Strides twice and then makes a melee Strike. As long as they moved at least 20 feet, they gain a +2 circumstance bonus to their attack roll.
  • Change Shape The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature’s natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn’t already have (such as Grab), and they lose their weapon Strikes. Human with fist +10 for 1d4+2 bludgeoning, or boar with Speed 40 feet and tusk for 2d6+4 piercing. The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
  • Curse of the Wereboar (curse, necromancy, primal) Saving Throw: DC 18 Fortitude. This curse affects only humanoids; Saving Throw Fortitude DC is the standard DC for the werecreature’s new level – 1. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM’s control and goes on a rampage for half the night before falling unconscious until dawn.
  • Moon Frenzy (polymorph, primal, transmutation) When a full moon appears in the night sky, the werecreature must enter hybrid form, can’t Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 (2d4) hours.