Wereboar Boar Form (CR 4)
AC: 18 (+8 natural), touch 10, flat-footed 18
Hit Dice: 1d8+4 plus 3d8+12 (34 hp); DR: 10/silver
Fort +9, Ref +3, Will +3
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: Gore +6 melee
Full Attack: Gore +6 melee
Damage: Gore 1d8+4
Special Attacks/Actions: Curse of lycanthropy
Abilities: Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8
Special Qualities: Alternate form, boar empathy, ferocity
Feats: Alertness; Improved Bull Rush; Iron Will; Power Attack; Toughness
Skills: Handle Animals +3, Intimidate +3, Listen +5, and Spot +4
Advancement: By character class
Climate/Terrain: Temperate forest
Organization: Solitary pair, brood (2-4), or troupe (2-4 plus 1-4 boars)
Lycanthropes in their natural forms use whatever tactics are favored by their people, though they tend to be slightly more aggressive. Lycanthropes in animal or hybrid form fight like the animal they resemble.
Wereboars are as ferocious as normal boars.
Ferocity (Ex): A 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.