Wereboar, Hybrid 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
(+8 natural)

hp 34 (1 HD); DR 10/silver; ferocity

Fort +9, Ref +3, Will +3

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

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

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.