Angrad Nénharma, Wereboar
Medium natural humanoid (shapechanger), elf
Level 6 Brute XP 250
| HP 76; Bloodied 38 | Initiative +3 |
| AC 17, Fortitude 21, Reflex 16, Will 17 | Perception+4 |
| Speed 6 (8 in boar form) | Low-light vision |
Traits
Regeneration
The wereboar regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the wereboar takes damage from a silvered weapon, its regeneration does not function on its next turn.
Bloodied Resilience
While bloodied, the wereboar gains a +2 bonus to all defenses.
Standard Actions
(⚔) Gore (disease) ✦ At-Will
Requirement: The wereboar must be in boar or hybrid form.
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d6 + 6 damage, and ongoing 5 damage (save ends) or ongoing 10 damage (save ends) if the wereboar is bloodied. At the end of the encounter, the target makes a saving throw. On a failure, the target contracts wereboar moontusk fever (stage 1).
(⚔) Maul (weapon) ✦ At-Will
Requirement: The wereboar must be in human or hybrid form.
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d8 + 9 damage.
Minor Actions
Change Shape (polymorph) ✦ At-Will
Effect: The wereboar alters its physical form to appear as a Medium boar, a unique human, or a hybrid until it uses this power again or until it dies.
Triggered Actions
⚔ Death Strike ✦ Encounter
Trigger: The wereboar drops to 0 hit points.
Effect (No Action): The wereboar uses gore or maul.
Skills Athletics +13, Endurance +11, Intimidate +8
Str 20 (+8) Dex 10 (+3) Wis 12 (+4)
Con 16 (+6) Int 10 (+3) Cha 11 (+3)
Alignment Evil Languages Common
Equipment: hide armor , maul .
Published in Dungeon Magazine 210.