Wereboar
Large natural humanoid, shapechanger evil
- Armor Class 17
- Hit Points 61 half 33
- Speed 30 ft, 40ft in boar form
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 18 (+4) 12 (+1) 10 (+0) 11 (+0)
- Condition Immunities Moontusk fever, charmed, Poison, Disease
- Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons.
- Damage Vulurablities Silvered Weapons
- Saving Throws Str +8, Con +7, Wis +3
- Senses passive Perception 13
- Languages Common
- Challenge 6
Change shape: A wereboar can alter its physical form to appear as a dire boar or a unique humanoid
Regeneration: A wereboar regenerates 5 hp at the start of their turn.
Bloodied Resilience The wereboar gains a +2 bonus to all defenses and deals ongoing 10 damage with its gore attack instead of ongoing 5 damage when it drops to half health in Wereboar form.
Death Strike When the wereboar drops to 0 hp it makes a final strike with it's maul or gore attack.
Actions
Maul Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)
Gore Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) The target must make a DC 15 Con save at the beggining of it's turn or takes 5 points of damage. On a successful save this effect ends. On hit the target is exposed to moontusk fever.
Moontusk fever: At the end of the targets turn they may make a CON save against the fever. DC 17 or better improves, DC 12-16 maintains DC 11 or below gets worse.
Initial Effect *When first afflicted the target takes a -2 to saing throws when below half health. *
Worsen While at half health or below, the target can roll only one saving throw at the end of its turn, even if it is affected by multiple effects.
Final State When the subject rolls a saving throw while at half health or below, it rolls tjat throw at disadvanatage.