Wereboar, Human FormCR 4

Always N Medium Humanoid (Human, Shapechanger)

Init +0; Senses low-light vision, scent; Listen +5, Spot +4

Languages —; boar empathy

AC 18, touch 10, flat-footed 18
(+2 natural, +4 scale mail, +2 heavy shield)

hp 34 (1 HD); ferocity

Fort +6, Ref +3, Will +3

Speed 20 ft.,

Melee Battleaxe +4 (1d8+1/x3)

Ranged Javelin +3 (1d6+1)

Space 5 ft.; Reach 5 ft.

Base Atk +3; Grp +4

Atk Options Improved Bull Rush, Power Attack

Special Actions alternate form

Abilities Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

Feats Improved Bull Rush, Power Attack, Toughness, Alertness, Iron Will

Skills Handle Animal +3, Intimidate +3, Listen +5, Spot +4

Advancement By character class

Level adjustment +3

Alternate Form (Su) A wereboar can assume the form of a boar or a boar-humanoid hybrid.

Boar Empathy (Ex) Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.

Curse of Lycanthropy (Su) Any humanoid or giant hit by the wereboar's gore attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Ferocity (Ex) A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.