Perception +8; low-light vision, scent (imprecise) 30 feet
Languages Common; boar empathy
Skills Acrobatics +7, Athletics +8, Intimidation +5, Survival +7
Str +4, Dex +1, Con +4, Int +0, Wis +2, Cha –1
Items dagger (2), studded leather armor
Boar Empathy (divination, primal) The wereboar can communicate with boars and pigs.
AC 18; Fort +10, Ref +5, Will +8
HP 45; Weaknesses silver 5
Ferocity
Speed 25 feet
Melee dagger +10 (agile, versatile S), Damage 1d4+6 piercing
Melee tusk +10, Damage 1d8+6 piercing plus curse of the wereboar
Melee claw +10 (agile), Damage 1d4+6 piercing
Ranged dagger +7 (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing
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.
Change Shape (concentrate, polymorph, primal, transmutation) Human with fist +10 for 1d4+2 bludgeoning, or boar with Speed 40 feet and tusk for 2d6+4 piercing.
Curse of the Wereboar (curse, necromancy, primal); Saving Throw DC 15 Fortitude
Moon Frenzy (polymorph, primal, transmutation)
Wereboar
Wereboars tend to be aggressive and stubborn, and often live with their own kind in small, remote communities. Even when they’re inclined to interact with others, wereboars’ short tempers and hostile nature lead other creatures to avoid them. Lone wereboars who settle down—often on remote farms—are extremely territorial, though others are content to roam and explore lands far from home. Their other habits also vary widely from individual to individual, right down to diet: some wereboars might feast on human flesh, while others are mostly vegetarian.