WEREBOAR – 5e stats

Medium humanoid (lycanthrope, shapechanger), neutral evil

Armor Class 10 in humanoid form, 11 (natural armor) in boar or hybrid form
Armor Class (suggested) 10 in humanoid form, 14 (natural armor) in boar or hybrid form
Hit Points 78 (12d8 + 24)
Speed 30 ft. (40 ft. in boar form)

Proficiency Bonus +2
Proficiency Bonus +5 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
17 (+3)10 (+0)15 (+2)10 (+0)11 (+0)8 (-1)

Skills Perception +2
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered
Senses passive Perception 12
Languages Common (can’t speak in boar form)
Challenge 4 (1100 XP)

Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

 Wereboars are a type of lycanthrope, a humanoid that can transform into a boar or a boar-humanoid hybrid. Their tempers are as ugly as their features, and they tend to be brutish, aggressive, and greedy.

In human form, wereboars are stocky, muscular people of average height. Their hair is short and stiff, and they dress in simple garments that are easy to remove, repair, or replace. They have a snout, tusks, and a pig-like nose in their hybrid form, which stands slightly taller than their human form but has a hunchbacked posture. The head is identical to a boar’s head, and the torso’s diameter is doubled. The feet become hoof-like, and stiff, black hair like wire bristles covers the skin. The boar form is similar to the hybrid form, but more animalistic.

COMBAT

 Wereboars are formidable foes in combat, especially in their boar or hybrid forms. They can charge at their enemies and knock them prone with their tusks, which can also inflict lycanthropy on humanoids. Wereboars are immune to nonmagical weapons that are not silvered, and can shrug off most damage that would otherwise kill them. They can use their mauls, which are heavy clubs or hammers, to bludgeon their opponents in their humanoid or hybrid forms. Wereboars are not very intelligent or cunning, but they can use their keen sense of smell and perception to track their prey.

HABITAT / SOCIETY 

Wereboars prefer to live in forests, grasslands, or hills, where they can find plenty of food and shelter. They often form clans or tribes with other wereboars, and sometimes ally with other evil humanoids such as orcs, goblins, or hobgoblins. Wereboars avoid normal hogs and boars, and are suspicious of strangers. They assume everyone is hostile. In human form they may wait for the first attack, but when in boar or hybrid form they usually chase the intruders away and attack any who defend themselves. Wereboars are territorial and will defend their lands from intruders. They also like to hoard treasure and valuables that they steal from others, and will fight fiercely to protect their stash.

Wereboars have close-knit families. Females give birth to litters of 1d4+2 offspring after a gestation period of six months. Newborns are very small by human standards but are strong and able to crawl hours after birth. The offspring mature quickly. When they reach adolescence at eight years, they gain the ability to become wereboars themselves. A wereboar father appears to be distant and aloof, but a staunch protector who will attack any foe who threatens his family, no matter how uneven the odds. Females are aggressive when defending their young.

Wereboars produce little of value, whether trade goods or services. Their main desire is simply to stay away from everyone else. In the wild, they defend their territories against any intruders. Wereboars fit into orcish society as well as they do into human society, and might sometimes assist or ally themselves with orcish forces. Wereboars can tolerate half-orcs.

ECOLOGY

 Wereboars are omnivorous and will eat almost anything they can find or kill. They have a voracious appetite and can consume large amounts of food in one sitting. They often hunt in packs or ambush lone travelers or animals. Their favorite food is the subterranean fungus called truffles; even in human form they can detect the truffles growing several feet underground. Wereboars are not very concerned about the balance of nature or the consequences of their actions, and will often overhunt or overharvest an area until it is depleted.

Wereboar’s parts are employed as material component to empower the following spells: