Wereboar (Hybrid Form)
In their humanoid forms, wereboars tend to be stout with upturned noses, bristly hair, and a noticeable overbite. They usually have red, brown, or black hair, though a few are golden blond, pale blond, or even bald. Chin whiskers are common, but males often can't grow full beards. Because they can be stubborn and aggressive when riled up, wereboars usually live in their own communities rather than mixing with non-lycanthropes; a wereboar's farm or ranch doesn't look out of the ordinary. Wereboars tend to have large families with many children.
Many wereboars are known to have especially bad tempers, rivaling those of murderous werewolves, and even other lycanthropes tend to avoid them. This suits the wereboars fine, especially as some weretigers and werewolves have been known hunt young wereboars.
Note that the statistics presented here for wereboars assume that the creatures are in their barbarian rage—if the creatures are encountered at another time, simply adjust their statistics accordingly.
- HP
- 30 (2d12+17)
- AC
- 14, touch 9, flat-footed 13 (+3 armor, +1 Dex, +2 natural, -2 rage)
- Speed
- 40 ft.
- Init
- +1
- Melee
- dagger +8 (1d4+6/19-20), bite +3 (1d4+3/curse of lycanthropy), gore +3 (1d8+3)
- Ranged
- dagger +3 (1d4+3/19-20)
- BAB
- +2
- CMB
- +8
- CMD
- 19
- Fort
- +8
- Ref
- +1
- Will
- +4
- DR
- 10/silver
- Defensive Abilities
- ferocity, uncanny dodge
Weapons: Simple
rage (8 rounds/day)
rage powers (animal fury)
lycanthropic empathy (boars and dire boars)
fast movement
change shape (human, hybrid, and boar; polymorph)
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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).</p>
Handle Animal +4, Intimidate +4, Knowledge (nature) +5, Perception +7, Profession (farmer) +4
- Type
- Humanoid
- Alignment
- CN
- Size
- Medium
- Senses
- low-light vision, scent; Perception +7
- Languages
- Common
- Source
- Bestiary 2
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
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