Lycanthrope, Hill Giant Dire Wereboar, Giant Form

Large Giant (Shapechanger) — CR 11

Monster Manual v.3.5 (MM), p. 1743.5
Hit Dice
12d8+51 plus 7d8+49 (185 hp)
Initiative
-1
Speed
Land 30 ft, in hide armor; base 40 ft.
Armor Class
22, touch 8, flat-footed 22
Base Attack / Grapple
+14/+25
Attack
Greatclub +21 melee (2d8+10) or slam +20 melee (1d4+7) or rock +12 ranged (2d6+7)
Full Attack
Greatclub +21/+16/+11 melee (2d8+10) or 2 slams +20 melee (1d4+7) or rock +12 ranged (2d6+7)
STR
25
DEX
8
CON
19
INT
6
WIS
12
CHA
7
Fort / Ref / Will
+17 / +8 / +12
Challenge Rating
11
Alignment
Always Neutral
Organization
Solitary, pair, brood (3−4), or troupe (2−4 plus 1−4 dire boars)
Treasure
Standard
Environment
Hills
Level Adjustment
+7

Special Abilities

Rock ThrowingAlternate FormBoar EmpathyFerocityLow-Light VisionRock CatchingScent

Feats

This giant is covered in short, bristly fur and has sharp claws. Its head is piglike, with jutting tusks and small, angry red eyes.

Description

Lycanthropes are humanoids or giants who can transform themselves into animals. In its natural form, a lycanthrope looks like any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms, such as thick, shaggy hair, pointed teeth, or long, strong fingers. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.

Evil lycanthropes often hide among normal folk, emerging in animal form at night (especially under a full moon) to spread terror and bloodshed. Good lycanthropes tend to be reclusive individuals, uncomfortable around large numbers of people. They often live alone in wilderness areas, far from villages and towns.

Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.

Combat

A lycanthrope in its humanoid (or giant) form uses whatever tactics and weapons are favored by others of its kind, though it tends to be slightly more aggressive. A lycanthrope possesses the senses of its animal form, including scent and low-light vision, and it has a deep empathy for (and ability to communicate with) animals of its animal form. An afflicted lycanthrope damaged in combat may be overwhelmed by rage, causing it to change to its animal form involuntarily.

A lycanthrope in animal form fights like the animal it resembles, although its bite carries the disease of lycanthropy. It is preternaturally cunning and strong, and possesses damage reduction that is overcome only by silvered weapons.

Finally, a natural lycanthrope (or an afflicted lycanthrope that has become aware of its affliction) can assume a hybrid form that is a mix of its humanoid and animal forms. A hybrid has hands and can use weapons, but it can also attack with its teeth and claws. A hybrid can spread lycanthropy with its bite, and it has the same damage reduction that its animal form possesses.

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.

Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the giant’s variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a hill giant’s thrown rocks.

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

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.

The dire wereboar described here is based on a hill giant and natural lycanthrope with normal ability scores for a hill giant.