Size:
Medium
Type:
Humanoid
Form:
... that walks like a man
Temper:
# App:
± 1d4, Wild 2d4, Lair 2d4
Lair:
Diet:
omnivore
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
brute
Ground:
± 50'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite
Circumstance: Combat
1 bite
Environments
any
Lycanthropes who gain full control of their transformations quickly, transforming between human and large wild boar forms
Wereboars gain full control of their transformations quickly, needing only about a year to achieve mastery. They have just two forms, that of a human and that of a particularly large wild boar or sow.
In human form they tend to have "piggish" features such as gluttony and cunning, as well as an often strong physical resemblance to swine. Wereboars usually dislike both hard work and responsibility, but they are bullies who enjoy being in charge. They are easily bored with mundane things but are excited by violence (whether witnessing it or participating in it).
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 tusk-bite
2-12
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Action
Maul (Humanoid or Hybrid Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Action
Multiattack (Humanoid or Hybrid Form Only)
The wereboar makes two attacks, only one of which can be with its tusks.
Action
Tusks (Boar or Hybrid Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.
Special
Charge (Boar or Hybrid Form Only)
If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Special
Relentless (Recharges after a Short or Long Rest)
If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Special
Shapechanger
The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
This potbellied creature has the body of a man and the head of a crazed boar. Large tusks jut from his upper jaw.
5e SRD
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
forest
Action
tusk/bite
1 * tusk/bite (2d6)
Special
Human form
Have physical characteristics reminiscent of the associated animal type.
Special
Mundane damage immunity
In animal form, can only harmed by silver weapons or magic.
Special
Languages
In human form, can speak normally. In animal form, can only speak with animals of the associated type.
Special
Armour
Not used because it hinders shape-changing.
Special
Summon animals
Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.
Special
Wolfsbane
If hit, must save versus poison or flee in terror.
Special
Reversion
If killed, a lycanthrope reverts to its human form.
Special
Scent
Horses and some other animals can smell lycanthropes and will become afraid.
Special
Infection
A character who loses more than ½ their hit points from lycanthropes' natural attacks (i.e. bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.
Special
Battle rage
In human form, may enter a berserk rage: +2 to hit; fight to the death. Rage sometimes causes them to attack their allies.
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
forest
Offense
1 Attack
Circumstance: Combat
2d6
Defense
Special Defenses
Circumstance: Combat
Hit only by silver or magic weapons
Treasure
Treasure: 1d8×1,000 cp (50%), 1d6×1,000 sp (25%), 1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%), sword, armour, or misc. wpn +2d4 potions (40%)
Semi-intelligent and irascible
A wereboar has a foul tempered disposition in either form and will attack in a frenzy. It is found in heavily wooded areas, but rarely with normal boars (15% chance of 1d4 boars that will attack on direction by the lycanthrope).
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Boar Charge
The wereboar Strides twice and then makes a melee Strike. As long as they moved at least 20 feet, they gain a +2 circumstance bonus to their attack roll.
Ability
Boar Empathy
(divination, primal) The wereboar can communicate with boars and pigs.
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn't already have (such as Grab), and they lose their weapon Strikes.Human with fist +10 for 1d4+2 bludgeoning, or boar with Speed 40 feet and tusk for 2d6+4 piercing.
Ability
Curse of the Wereboar
(curse, necromancy, primal) This curse affects only humanoids; Saving Throw DC 15 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wearboar until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Ability
Ferocity [Reaction]
Ability
Moon Frenzy
(polymorph, primal, transmutation) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours.
Offense
Melee
Circumstance: combat round (melee)
dagger +10 [+6/+2] (agile, versatile S), Damage 1d4+6 piercing
Offense
Ranged
Circumstance: combat round (ranged)
dagger +7 [+3/-1] (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Human
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Werecreature
These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.
Item
dagger (2)
studded leather armor
Language
boar empathy
Common
Perception
low-light vision
scent (imprecise) 30 feet
Weakness
silver 5
Actions/Abilities/Traits: Pathfinder 2e
This potbellied creature has the body of a man and the head of a crazed boar. Large tusks jut from his upper jaw.
5e SRD
Lycanthropes who gain full control of their transformations quickly, transforming between human and large wild boar forms
Wereboars gain full control of their transformations quickly, needing only about a year to achieve mastery. They have just two forms, that of a human and that of a particularly large wild boar or sow.
In human form they tend to have "piggish" features such as gluttony and cunning, as well as an often strong physical resemblance to swine. Wereboars usually dislike both hard work and responsibility, but they are bullies who enjoy being in charge. They are easily bored with mundane things but are excited by violence (whether witnessing it or participating in it).
Basic Fantasy Role-Playing Game
Shapechangers with a human and an animal form.
OSE
Semi-intelligent and irascible
A wereboar has a foul tempered disposition in either form and will attack in a frenzy. It is found in heavily wooded areas, but rarely with normal boars (15% chance of 1d4 boars that will attack on direction by the lycanthrope).
OSRIC