WereboarMedium humanoid (human shapechanger)
- 4 (1,100 XP)
Maneuvers. The wereboar uses maneuvers (maneuver save DC 13). It has 11 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 (rounded up) when it finishes a short rest, and knows the following maneuvers:
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.
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 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.
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 1.5 m. Hit: 9 (1d12 + 3) bludgeoning damage.
Warhammer (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.
Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Fortitude saving throw or be cursed with wereboar lycanthropy.