Wereboar Hybrid Form

Wereboar, Hybrid Form

Medium humanoid (human), neutral evil

4
Challenge Rating
1100 XP

The Wereboar in its hybrid form embodies the fusion of human and boar, blending the strength and ferocity of the beast with the intellect and physical attributes of a human. This fearsome shape-shifting creature represents the balance between civilization and savagery, displaying both the power of the boar and the complexities of human emotion.

In its hybrid form, the Wereboar stands tall and imposing, with a muscular build that combines the traits of a human and a boar. Its physique exhibits the strength and agility of a warrior, with bristling fur covering select parts of its body. Its facial features are a blend of human and boar, including a pronounced snout, sharp tusks, and piercing eyes that reflect a mix of ferocity and human intellect.

The Wereboar in hybrid form possesses incredible strength and physical prowess, rivaling that of a full-blooded boar. Its powerful limbs can deliver devastating blows, while its sharp tusks are formidable weapons. It possesses heightened senses, particularly in terms of smell, which aids in tracking prey or sensing the presence of enemies.

While in hybrid form, the Wereboar’s primal instincts are unleashed, blending with its human intellect. It becomes an unstoppable force, driven by an insatiable hunger and an overwhelming desire to dominate its surroundings. Its aggression and territorial nature manifest, often leading it to fiercely defend its territory or engage in brutal combat.

Engaging with a Wereboar in its hybrid form requires caution and skill. Its wild and unpredictable nature can make it difficult to reason with or control. It may pose a threat to unsuspecting travelers or become a formidable adversary when provoked. Its primal strength and aggressive demeanor necessitate careful planning, teamwork, and the use of effective strategies to overcome.

Encountering a Wereboar in its hybrid form is to face a creature that embodies the duality of human and beast, a being driven by primal instincts and the complexities of human emotion. Its presence exudes an aura of raw power, untamed ferocity, and the struggle between civilization and savagery. Engaging with a Wereboar requires understanding of its primal nature, as well as the ability to confront its relentless attacks. Only those who can navigate the delicate balance between dominance and submission may forge a meaningful connection with this enigmatic creature.

Wereboars in their hybrid form bring a touch of primal strength, wild ferocity, and the intrinsic connection between humanity and the untamed to the tapestry of the world. They serve as reminders of the inherent duality within all beings, as well as the ever-present struggle between civilization and the call of the wild. Whether encountered as guardians of ancient forests, relentless adversaries in desolate wilderness, or as enigmatic figures embodying the balance between the human and the beast, Wereboars in their hybrid form add a sense of primal power, untamed aggression, and the enigmatic presence of the shape-shifter to the realms of adventure and exploration.

Special Abilities

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 AC, 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.

Charge (Boar or Hybrid Form Only)

If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless

If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Usage: Recharge after short or long rest.

Actions

  • Multiattack: The wereboar makes two attacks, only one of which can be with its tusks.
  • Maul: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
  • Tusks: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.
Armor Class: 11 (natural armor)
Hit Points: 78 (12d8+24)
Speed: 30 ft. (walk)
str
17
+3
dex
10
+0
con
15
+2
int
10
+0
wis
11
+0
cha
8
-1
Damage Immunities: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Proficiency Bonus: +2

Proficiencies

  • Skill: Perception +2

Senses

  • Passive Perception: 12
Languages: Common
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Monster Monday March 25, 2024

Defeating the Wereboar: Lessons Learned from Battle

The Wereboar in Hybrid Form is a formidable opponent that my adventurers have encountered on numerous occasions. As a squire, I have witnessed firsthand the ferocity and strength of these... read on

Credits: SRD 5.1