Wereboar Gore-Tusk

Humanoid, Beast, Lycanthrope; Extreme; Black

Stats

CharacteristicValueAttributeValueSkillValue
Strength55Hit Points60Combat95
Endurance80Wound Thr.19Magic-
Agility45Magicka30Evade55
Intelligence30Stamina8Observe75
Willpower35Initiative+11Stealth55
Perception45Action Pts.3Knowledge10
Personality30Speed13mSocial10
Morale85SizeStd.Physical95

Weapons & Armor

  • • Claws: 1d10; Slashing, Magic; 1m Reach •
  • • Tusks: 1d8; Slashing, Exploit Weakness, Magic; 1m Reach •
  • • Natural Toughness (10), Natural Toughness (4) in non-beast
  • form. •

Special Abilities

  • • Consume (2 AP): The wereboar consumes part of the corpse
  • of a dead creature. They regain the consumed creature’s EB.
  • • Consume Heart (3 AP): The wereboar consumes the heart Enco
  • of a dead creature. They regain four times the consumed Stro
  • creature’s EB Were
  • • Gore (1 SP): As part of a successfully damaging attack with expe
  • their tusks, the wereboar can spend a Stamina Point to im- mon
  • mediately deal a bonus SB damage. batt
  • them
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Encountering Wereboar Gore-Tusk

62 its Silver-Scarred (4), Silver-Scarred (2) in non-beast form. Immunity (Disease) Diseased (-20, Wereboar Lycanthropy) Restless: The character only restores half the health, magicka, and stamina they normally would while resting. Dark Sight Quadruped Strong Jaws: Bite attack made by this character that deals damage automatically starts a Grapple. The test to contest this Grapple is made against the original test made by the attacker. If the target Counter Attacks a Bite attack, the Counter Attack ignores the creature’s AR and Natural Toughness trait. Bestial Leap: Penalties from jumping are halved. Savage: Rolls damage twice and uses the highest result. Tough(3): Increases WT by 3 in both forms. This is already included in the WT for this profile. Magic Resistant: Re-rolls failed tests to resist Magic. Thick Skull: Immune to the Stun and Dazed conditions. Aspect of Tenacity: Penalties from passive wound effects are halved. untering Wereboar Gore-Tusks nger and more aggressive than the common Wereboar, boar Gore-Tusks are worthy opponents for even the most rienced and well-equipped monster hunters. Like the com- Wereboar, Gore-Tusks are powerhouses on the field pf le and prefer to meet their foes head-on, overwhelming with sheer strength and resistance to damage. r rarity outside of High Rock & Hammerfell, their ptionally high natural toughness, and the sheer strength of r traits should give any GM who wishes to use this creature heir table pause. Gore-Tusks will make short work of an equipped or low-level party as they can simply shrug-off most cks, and even those attacks that do connect are unlikely to e a wound. As with the standard variant, only parties out- ed for a lengthy, brutal fight have a chance at taking one of e ill-tempered beasts down. character can make a -10 Survival test to skin the beast. can hide is valued at 500 drakes. Failing the test ruins the de, halving its value. character can make a +0 Survival test to remove a Wereboar re-Tusk’s Tusk from the beast’s maw, which is a Very Rare storation ingredient. raits Silver-Scarred (4), Silver-Scarred (2) in non-beast form.