Dire Wereboar Hill Giant (Giant Form)* (CR 11)
Large Giant (Giant and Shapechanger)
Alignment: Always neutral
Initiative: -1 (Dex); Senses: low-light vision, scent, Listen +10, and Spot +12
AC: 22 (-1 size,-1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22
Hit Dice: 12d8+51 plus 7d8+49
Fort +17, Ref +8, Will +12
Speed: 40 ft., 30 ft. in hide armor
Space: 10 ft./10 ft.
Base Attack +14; Grapple +25
Attack: Greatclub +21 melee or slam +20 melee or rock +12 ranged
Full Attack: Greatclub +21/+16 melee or 2 slams +20 melee or rock +12 ranged
Damage: Greatclub 2d8+10, slam 1d4+7, rock 2d6+7
Special Attacks/Actions: Rock throwing
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7
Special Qualities: Alternate form, boar empathy, ferocity, rock catching
Feats: Alertness, Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack, Weapon Focus (greatclub)
Skills: Climb +10, Jump +10, Listen +10, and Spot +12
Advancement: By character class
Climate/Terrain: Temperate hills
Organization: Solitary, pair, brood (3-4), or troupe (2-4 plus 1-4 dire boars)
Dire wereboars anger quickly. They usually begin a battle in giant form, then switch to hybrid form to take advantage of their immense strength in that shape. They like to use their Improved Bull Rush and Improved Sunder feats to shove opponents around and smash their weapons and shields.
Alternate Form (Su): A dire wereboar can assume a bipedal hybrid form or the form of a dire boar.
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 a dire wereboar's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Ferocity (Ex): A dire wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.
This is a sample creature derived from a Template.