Wereboar

Wereboar

Medium humanoid (human shapechanger)
Challenge

STR
3
DEX
0
CON
2
INT
0
WIS
0
CHA
−1

78
12d8+24
13
Fort
+3
Ref
+2
Will
+1
Defense note natural armor, in boar or hybrid form, 11 in humanoid form
Damage immunities bludgeoning, piercing, and slashing from attacks that aren’t silvered

Speed 5 m. (8 m. in boar form)
Skills Perception +1 (12)
Languages Common (can’t speak in boar form)

Keen Smell. The wereboar has advantage on Perception checks that rely on smell.

Maneuvers. The wereboar uses maneuvers (maneuver save Difficulty 13). It has 8 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: charge (Boar form only), fearsome beast (Boar or Hybrid form only), rampage (Boar or Hybrid form only), spring attack

2 stamina dice: sturdy stance (Boar form only)

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

Actions (2)

Maul (Humanoid or Hybrid form only). Melee Weapon Attack: +4 to hit. Hit: 9 (1d12 + 3) bludgeoning damage.

Warhammer (Humanoid or Hybrid form only). Melee Weapon Attack: +4 to hit. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.

Tusks (Boar or Hybrid form only; 1/turn). Melee Weapon Attack: +4 to hit. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a Difficulty 12 Fortitude saving throw or be cursed with wereboar lycanthropy.

Change Shape (1/turn). The wereboar can polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its Defense, 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.

Forest, Grassland, Hillsrd

Maneuvers

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you make a skill check or a saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.