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Wereboar

Challenge
str
16
dex
10
con
14
int
10
wis
10
cha
10

AC 12 (natural armor, or leather in humanoid form)

HP 78 (12d8 + 24; bloodied 39)

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


Proficiency +2; Maneuver DC 13

Skills Perception +2

Damage Immunities damage from nonmagical, non-silvered weapons

Senses passive Perception 12

Languages Common


Relentless (1/Day). If the wereboar takes 14 or less damage that would reduce it to 0 hit points, it is instead reduced to 1 hit point.

Wolfsbane. Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour.


ACTIONS

Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be 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. 

Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the boar moves at least 20 feet straight towards the target before the attack, the attack deals an extra 7 (2d6) slashing damage. If the target is a creature, it makes a DC 13 Strength saving throw , falling prone on a failure. If the target is a humanoid, it makes a DC 12 Constitution saving throw . On a failure, it is cursed with wereboar lycanthropy .


BONUS ACTIONS

Shapeshift. The wereboar changes its form to a boar, a boar-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can’t speak in boar form. Its equipment is not transformed. It reverts to its true form if it dies. 

Frenzied Tusks (While Bloodied, Boar or Hybrid Form Only). The wereboar attacks with its tusks.

Combat

The boar nearly always fights in hybrid form. Even if it’s trying to hide its identity, it’s likely to shift to hybrid form and use Frenzied Tusks when bloodied. It fights in a rage; unless given breathing room to calm down, it fights to the death.


Legends and Lore

With an Arcana or Nature check, characters can learn the following:

DC 10 Humanoids cursed with lycanthropy transform into animals on the night of the full moon. Many types of were-creatures exist.

DC 15 Any humanoid bitten by a lycanthrope risks becoming a lycanthrope themselves. The child of a lycanthrope might also suffer the curse. Nonmagical weapons cannot harm most lycanthropes, unless that weapon is silvered or coated with wolfsbane.

Description

Wereboars are prone to uncontrollable rages, during which they’re likely to change to hybrid form. They find it difficult to conceal their true natures. Wereboars tend to live alone or in the company of other wereboars.

Behavior

Wilderness Behavior

1 In humanoid form, living alone: avoids strangers for fear of hurting them

2 In humanoid form, living alone: murders travelers

3 In animal form, hunting game

4 In animal form, stalking humanoids (possibly the characters)

5 Hiding in ambush, planning highway robbery

6 In humanoid form, living as a ranger; suspicious of strangers but will help those with good intent

7 Scouting for its family or tribe, or for an evil overlord

8 The last of its bloodline, seeking vengeance


Settlement Behavior

1 In animal form, slinking through alleys

2 In hybrid form, devouring a corpse

3 In humanoid form, fighting animal urges

4 In humanoid form, trying to frame someone for recent murders

5 In humanoid form; can’t remember what it did during the last full moon and is concerned that it may be a lycanthrope

6 In humanoid form, drunk (alcohol dulls its lycanthropic urges)

7 In humanoid form, fleeing from angry pursuers

8 In humanoid form, friendly and talkative (but kills to preserve its secret)

Signs

Wilderness Signs

1 Animal tracks that turn human or vice versa

2 A distant animal howl or roar

3 A humanoid corpse, torn limb from limb

4 DC 14 Perception check: the snapping of twigs

5 A natural animal ( bear , boar , rat , tiger , or wolf )

6 The carcass of a deer or wild pig


Settlement Signs

1 Animal tracks that turn human

2 A distant scream

3 A local crackpot claims to have seen a monstrous beast

4 People speaking in hushed voices about a rash of gruesome killings

5 An herbalists’s shop has been robbed and vandalized. DC 14 Investigation check: the wolfsbane is missing

6 Animal footprints lead to a shop window or door

Encounters

While lycanthropes can be found anywhere, werebears and wereboars are most common in mountains and forests, while weretigers are often found in warmer climates. Werewolves and wererats tend to live in settlements, hiding their curse from others.

CR 0–2 wererat

Treasure 70 gp, 50 sp, pipes of the sewers

CR 3–4 2 wererats ; wererat with swarm of rats or 1 to 3 giant rats ; wereboar ; weretiger ; werewolf

Treasure 200 gp, silver and moonstone ring (75 gp), torn and bloody clothes, figurine of wondrous power (silver raven)

CR 5–10 1 or 2 werebears ; werebear with 1d4 black bears ; 2 or 3 wereboars ; 3 to 5 wererats ; 2 weretigers ; weretiger with 1d4 tigers ; 2 or 3 werewolves ; alpha werewolf

Treasure 50 pp, silver hunting horn studded with jade (250 gp), 1 weapon (type suitable for the lycanthrope; bears an engraving of an animal head)

CR 11–16 3 werebears ; 3 or 4 wereboars ; 3 or 4 weretigers ; alpha werewolf with 2 or 3 werewolves

Treasure 1,500 gp, tightly sealed silver coffer (250 gp) containing wolfsbane, set of silver manacles (250 gp), letter from a distant relative suffering the same form of lycanthropy, 2 potions of stone giant strength , ring of animal influence (it can be used without expending a charge when targeting beasts of the lycanthrope’s type)

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.