Wereboar, Hybrid Form | CR 4 |
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Always N Medium Humanoid (Human, Shapechanger) Init +0; Senses low-light vision, scent; Listen +5, Spot +4 Languages —; boar empathy |
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AC 18, touch 10, flat-footed 18 hp 34 (1 HD); DR 10/silver; ferocity Fort +9, Ref +3, Will +3 |
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Speed 30 ft., Melee Battleaxe +6 (1d8+4/x3) and gore +1 (1d6+1); or Melee 2 claws +6 (1d4+3) and gore +1 (1d6+1) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp +6 Atk Options Improved Bull Rush, Power Attack Special Actions alternate form |
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Abilities Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8 SQ curse of lycanthropy 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 |
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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. |