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.
- 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
Equipment
Traits
-
Thick Hide
The wereboar's resistance to physical damage does not apply against silvered weapons.
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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