Angrad Nénharma, Wereboar
Medium natural humanoid (shapechanger), elf
Level 6 Brute XP 250

HP 76; Bloodied 38Initiative +3
AC 17, Fortitude 21, Reflex 16, Will 17Perception+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.