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Wereboar

Wereboar
  • Size: Medium or Small
  • Type: Monstrosity (Lycanthrope)
  • Alignment: Neutral Evil
  • AC: 15
  • Initiative: +2 (12)
  • HP: 78 (12d8 + 24)
  • Speed: 30 ft, 40 ft. (boar form only)
ATTRVALMODSAVE
STR17+3+3
DEX10+0+0
CON15+2+2
INT10+0+0
WIS11+0+0
CHA8-1-1
  • Skills: Perception +2
  • Gear: Javelins (6)
  • Senses: Passive Perception 12
  • Languages: Common (can't speak in boar form)
  • CR: 4 (XP 1,100; PB +2)

Actions

Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.

Gore (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wereboar under the GM's control and has 10 Hit Points. Success: The target is immune to this wereboar's curse for 24 hours.

Javelin (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.

Tusk (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Medium or smaller creature and the wereboar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition.

Bonus Actions

Shape-Shift. The wereboar shape-shifts into a Medium boar-humanoid hybrid or a Small boar, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Lore & Background

Wereboars are among the most aggressive and stubborn of lycanthropes, combining human intelligence with the ferocious temperament and physical resilience of wild boars. These shapeshifters often view their condition as a source of strength rather than a curse, embracing their bestial nature to become formidable combatants and survivalists. Unlike more social lycanthropes, wereboars tend toward solitary existence, establishing territories they defend with extreme prejudice against any perceived threats.

Living primarily in forested hills and rural areas, wereboars create crude but effective dwellings that reflect their practical nature and disregard for conventional comfort. They prefer direct confrontation to subtlety, using their enhanced senses and natural aggression to drive away intruders rather than hiding their true nature. Many wereboars become mercenaries, bandits, or frontier guards where their violent tendencies and physical capabilities provide practical advantages.

Combat Tactics

Wereboars are direct combatants who prefer charges and straightforward attacks over complex tactics, using their natural resilience and fierce determination to overwhelm opponents through sheer aggression. They employ their tusks and physical strength in boar form while maintaining enough intelligence to use weapons and basic strategy. Their lycanthropic curse makes each successful bite or gore attack potentially infectious.

In battle, wereboars focus on closing to melee range as quickly as possible, using their charge ability to knock down enemies before following up with devastating tusk attacks. They rarely retreat from combat unless severely outmatched, preferring to fight to the death rather than show weakness. Their natural damage resistance makes them particularly effective against opponents who rely on mundane weapons.

Encounter Ideas

1. The Territorial Dispute A wereboar has claimed an area crucial to the party's mission, using aggressive displays and actual violence to drive away intruders. The characters must find ways to negotiate, relocate, or overcome this stubborn obstacle.

2. The Cursed Mercenary A wereboar offers its services as a warrior or guard, but its lycanthropic nature creates complications for group dynamics and public relations. The party must decide whether to accept this dangerous but effective ally.

3. The Forest Hermit A wereboar lives alone in the wilderness, attacking anyone who approaches its territory but possessing crucial information or resources the party needs. The encounter tests negotiation skills and creative problem-solving.

4. The Bandit Leader A wereboar leads a group of brigands, using its supernatural abilities to maintain dominance while terrorizing local trade routes. The party must deal with both the individual threat and the criminal organization it commands.

Environmental Effects

  • Territorial Markings: The wereboar's domain is marked with destroyed vegetation and aggressive territorial signs
  • Wildlife Avoidance: Local animals learn to stay away from areas where wereboars establish territory
  • Aggressive Atmosphere: The wereboar's presence creates a general sense of hostility and tension in the environment
  • Survival Adaptations: Areas under wereboar influence show signs of practical but crude modifications for shelter and defense

Treasure

  • Boar Hide (100-400 gp): Thick, tough leather that provides excellent protection and can be crafted into durable armor
  • Tusk Fragments (50-250 gp): Sharp ivory pieces suitable for crafting weapons or decorative items
  • Survival Gear (75-350 gp): Practical equipment designed for wilderness living and self-sufficiency
  • Territory Resources (varies): Natural materials and crude crafted items accumulated through practical living
  • Combat Equipment (varies): Weapons and armor suited for direct confrontation and physical combat

Plot Hooks

1. The Infection Outbreak A wereboar's bite has begun spreading lycanthropy through a community, creating a crisis that requires both immediate medical intervention and long-term management of the curse's effects.

2. The Stubborn Guardian A wereboar refuses to abandon its post guarding something important, even when changing circumstances make its presence problematic. The party must find ways to work with or around this immovable obstacle.

3. The Reformed Fighter A wereboar seeks to control its aggressive impulses and join civilized society, asking for the party's help in managing its condition while contributing its combat skills to worthy causes.

4. The Ancient Bloodline A wereboar claims descent from an ancient line of lycanthropes with special significance, leading to quests involving historical mysteries and supernatural inheritance while dealing with the creature's territorial nature.