Bestiary · Humanoid

PR 4

Wereboar

In boar form a wereboar picks a direction and charges through furniture, doors and whoever is in the way. Its hide turns blows that would stop a person outright. A provoked wereboar fights regardless of being outnumbered, so settlements learn to read the signs a day ahead.

Wereboar, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
14
Hit points
90 (12d8 + 36)
Proficiency
+2
  • STR 18 +4 save +4
  • DEX 10 +0 save +0
  • CON 17 +3 save +3
  • INT 10 +0 save +0
  • WIS 11 +0 save +0
  • CHA 8 -1 save -1
Skills
Perception +2
Passive Perception
12
Senses
darkvision 60 ft., keen smell
Languages
Common
Damage resistances
bludgeoning, piercing, slashing
Found in
Woodland , Farmland

Equipment

Traits

  • Thick Hide

    The wereboar's resistance to physical damage does not apply against silvered weapons.

  • Charge

    If the wereboar moves at least 15 feet straight toward a creature and hits it with a tusk attack, the target takes an extra 2d6 slashing damage and makes a DC 14 Strength save or is knocked Prone.

  • Relentless

    When the wereboar is reduced to 0 hit points but not killed outright, it drops to 1 hit point instead. This works once a day.

Actions

  • Multiattack

    The wereboar makes two attacks, at most one of which can be a Tusks attack.

  • Tusks

    +6 to hit · reach 5 ft.

    2d6 + 4 slashing damage

    A humanoid hit by the tusks makes a DC 14 Constitution save or contracts lycanthropy.

  • Maul

    +6 to hit · reach 5 ft.

    2d6 + 4 bludgeoning damage