Wereboar (Human Form)
Combat Stats
- Melee
- dagger +6 (1d4+4/19-20), bite +1 (1d4+4)
- Ranged
- dagger +4 (1d4+4/19-20)
- Defensive Abilities
- uncanny dodge
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
rage (8 rounds/day)
rage powers (animal fury)
Special Qualities
change shape (human, hybrid, and boar; polymorph)
fast movement
lycanthropic empathy (boars and dire boars)
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Skills
Handle Animal +4, Intimidate +4, Knowledge (nature) +5, Perception +7, Profession (farmer) +4
- Type
- Humanoid
- Alignment
- CN
- Size
- Medium
- Environment
- any forests or plains
- Organization
- solitary, pair, brood (3-8), or troupe (3-8 plus 1-4 boars)
- Treasure
- NPC gear (studded leather armor, 2 daggers, other treasure)
- Senses
- low-light vision, scent; Perception +7
- Languages
- Common
- Source
- Bestiary 2