Wereboar
Creature 2 — beast, human, humanoid, werecreature
Pre-Remaster content. May include legacy alignment.
CrasherLANDbeasthumanhumanoidwerecreature
Wereboars tend to be aggressive and stubborn, and often live with their own kind in small, remote communities. Even when they're inclined to interact with others, wereboars' short tempers and hostile nature lead other creatures to avoid them. Lone wereboars who settle down-often on remote farms-are extremely territorial, though others are content to roam and explore lands far from home. Their other habits also vary widely from individual to individual, right down to diet: some wereboars might fe
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +8; low-light-vision, scent (imprecise) 30 feet
Languages common; boar empathy
Skills acrobatics +7, athletics +8, intimidation +5, survival +7
Str
+4
Dex
+1
Con
+4
Int
+0
Wis
+2
Cha
-1
Items Dagger (2), Studded Leather Armor
AC 18
Fort +10
Ref +5
Will +8
HP 45
Weaknesses silver 5
Speed 25 feet
Offense
Melee Dagger (agile, versatile-s) +10, Damage 1d4+6 piercing
Melee Tusk (unarmed) +10, Damage 1d8+6 piercing plus Curse Of The Wereboar
Melee Claw (agile, unarmed) +10, Damage 1d4+6 piercing
Ranged Dagger (agile, thrown-10, versatile-s) +7, Damage 1d4+4 piercing
Abilities
Boar Empathy (primal) — The wereboar can communicate with boars and pigs.
Ferocity —
Boar Charge — The wereboar Strides twice and then makes a melee Strike. As long as they moved at least 20 feet, they gain a +2 circumstance bonus to their attack roll.
Change Shape (concentrate, polymorph, primal) — The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn't already have (such as Grab), and they lose their weapon Strikes.
Human with fist +10 for 1d4+2 bludgeoning damage, or Boar with Speed 40 feet and tusk for 2d6+4 piercing damage.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Human with fist +10 for 1d4+2 bludgeoning damage, or Boar with Speed 40 feet and tusk for 2d6+4 piercing damage.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Curse of the Wereboar (curse, primal) — This curse affects only humanoids
Saving Throw DC 15 Fortitude.
On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wearboar until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Saving Throw DC 15 Fortitude.
On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wearboar until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Moon Frenzy (polymorph, primal) — When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike (or a similar Strike) by 2.
When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours.
When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours.
WORKS WELL WITH
SnareLANDA controller that pins a straggler in place keeps the charge lane open so this brute's momentum bonus reliably connects.
SniperLANDA ranged attacker can finish off a target this brute's charge and claws have already worn down, since its damage scales with landing the first hit.
PUNISHES
✖ assuming a single knockdown ends the fight✖ open ground positioning
Avoid pairing with another momentum-based charger, since both need open ground and compete for the same charge lanes.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Wereboar in the encounter builder — free, no install.
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