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Thorongil
2018-06-21, 11:32 PM
I posted this in the 5e section, then realized it might belong here instead.

Hey all, this is my first time altering a monster in any major way. I'm creating a Wereboar Barbarian for my players to fight (following the Path of the Berserker). I'm shooting for a CR around 9-11, depending on whether he's in his Lair or not. Does this look sufficiently challenging for a party of 6 (Druid, Monk, Barbarian, Bard, Bladesinger, Warlock), or is it too much/too little?

Angzhan the Chieftain (Raging)
Medium humanoid (human, shapechanger), neutral evil
Armor Class: 13 (In Humanoid Form, 14 In Boar And Hybrid Forms )
Hit Points: 180 (12d8+24, barbarian 1-3 3d12+6, barbarian 4-6 3d12+9)
Speed 40 ft. (50 ft. in boar form)
STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 8 (-1)
Proficiency Bonus: +3
Saving Throws: +3 to CON & STR saving throws, advantage on STR saving throws
Skills Perception +5, Survival +3
Damage Immunities Bludgeoning, Piercing, And Slashing Damage From Nonmagical Weapons That Aren't Silvered
Damage Resistances Any Bludgeoning, Piercing, and Slashing damage Angzhan takes is halved.
Senses passive Perception 12
Languages Common, Taino (Can't Speak In Boar Form)
Challenge 10 (6000 XP)
Shapechanger. Angzhan can use his action to polymorph into a boar-humanoid hybrid or into a boar, or back into his true form, which is humanoid. His statistics, other than his AC, are the same in each form. Any equipment he is wearing or carrying isn't transformed. Angzhan reverts to his true form if he dies.
Charge (Boar or Hybrid Form Only). If Angzhan moves at least 15 feet straight toward a target and then hits it with his tusks on the same turn, the target takes an extra 12 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Barbarian Rage.
• Angzhan has advantage on Strength Checks and Strength Saving Throws.
• When Angzhan makes a melee weapon Attack using Strength, he gains a +2 bonus to the damage roll. This bonus has already been calculated in his statblock.


Angzhan’s rage lasts for 1 minute. It ends early if he is knocked Unconscious or if his turn ends and he hasn't attacked a hostile creature since his last turn or taken damage since then. He can also end his rage on his turn as a Bonus Action.
Mindless Rage. Angzhan can’t be Charmed or Frightened while raging. If he is Charmed or Frightened when he enters his rage, the effect is suspended for the Duration of the rage.
Relentless (Recharges after a Short or Long Rest). If Angzhan takes 14 damage or less that would reduce him to 0 hit points, he is reduced to 1 hit point instead.
Reckless Attack. Angzhan can throw aside all concern for defense to attack with fierce desperation. When Angzhan makes his first attack on his turn, he can decide to Attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against Angzhan have advantage until his next turn.
Danger Sense. Angzhan has an uncanny sense of when things nearby aren't as they should be, giving him an edge when he dodges away from danger. Angzhan has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, Angzhan can't be Blinded, Deafened, or Incapacitated.
Frenzy. Angzhan can go into a frenzy when he rages. If he does so, for the Duration of his rage he can make a single melee weapon Attack as a Bonus Action on each of his turns after this one. When his rage ends, he suffers one level of Exhaustion.


Actions

Barbaric Multiattack (Humanoid or Hybrid Form Only). Angzhan makes three attacks, only one of which can be with his tusks.
Frenzy Attack. Angzhan can make one attack with a melee weapon as a Bonus Action.
Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 6) bludgeoning damage.
Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with wereboar lycanthropy.
Heartsbane, +2 Magical Greataxe (Humanoid of Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d12 +8) slashing damage. If Angzhan hits a creature with Heartsbane, it has disadvantage on Constitution saving throws until the end of combat.

Lair Actions

If Angzhan is in his Lair, the camp of the Wereboar Tribe, he can take any one of the following actions at Initiative Count 20 (losing all ties)
Up to 2 of his Wereboar Tribesmen (CR4 each) can take a turn. During this turn, the Wereboars receive advantage on their attack rolls if they can see Angzhan.
Angzhan can let out a terrifying bellow of rage. All creatures (including any Wereboars) within 30 ft. of Angzhan must succeed on a DC14 Wisdom saving throw or become Frightened of Angzhan for the duration of the round. An affected creature can attempt the saving throw again at the beginning of their turn.


His normal (non-raging) statblock is in the spoiler)

Angzhan the Chieftain (not Raging)
Medium humanoid (human, shapechanger), neutral evil
Armor Class: 13 (In Humanoid Form, 14 In Boar And Hybrid Forms )
Hit Points: 180 (12d8+24, barbarian 1-3 3d12+6, barbarian 4-6 3d12+9)
Speed 40 ft. (50 ft. in boar form)
STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 8 (-1)
Proficiency Bonus: +3
Saving Throws: Angzhan adds +3 to his Strength and Constitution saving throws.
Skills Perception +5, Survival +3
Damage Immunities Bludgeoning, Piercing, And Slashing Damage From Nonmagical Weapons That Aren't Silvered
Senses passive Perception 12
Languages Common, Taino (Can't Speak In Boar Form)
Challenge 8 (3000 XP)
Shapechanger. Angzhan can use his action to polymorph into a boar-humanoid hybrid or into a boar, or back into his true form, which is humanoid. His statistics, other than his AC, are the same in each form. Any equipment he is wearing or carrying isn't transformed. Angzhan reverts to his true form if he dies.
Charge (Boar or Hybrid Form Only). If Angzhan moves at least 15 feet straight toward a target and then hits it with his tusks on the same turn, the target takes an extra 12 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If Angzhan takes 14 damage or less that would reduce him to 0 hit points, he is reduced to 1 hit point instead.
Reckless Attack. Angzhan can throw aside all concern for defense to attack with fierce desperation. When Angzhan makes his first attack on his turn, he can decide to Attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against Angzhan have advantage until his next turn.
Danger Sense. Angzhan has an uncanny sense of when things nearby aren't as they should be, giving him an edge when he dodges away from danger. Angzhan has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, Angzhan can't be Blinded, Deafened, or Incapacitated.


Actions

Barbarian Rage. As an action, Angzhan can enter his Rage (switch to his Raging statblock when this happens). He can Rage up to 4 times per long rest.
Barbaric Multiattack (Humanoid or Hybrid Form Only). Angzhan makes three attacks, only one of which can be with his tusks.
Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.
Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with wereboar lycanthropy.
Heartsbane, +2 Magical Greataxe (Humanoid of Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d12 +6) slashing damage. If Angzhan hits a creature with Heartsbane, it has disadvantage on Constitution saving throws until the end of Angzhan’s next turn.

Lair Actions

If Angzhan is in his Lair, the camp of the Wereboar Tribe, he can take any one of the following actions at Initiative Count 20 (losing all ties)
Up to 2 of his Wereboar Tribesmen (CR4 each) can take a turn. During this turn, the Wereboars receive advantage on their attack rolls if they can see Angzhan.
Angzhan can let out a terrifying bellow of rage. All creatures (including any Wereboars) within 30 ft. of Angzhan must succeed on a DC14 Wisdom saving throw or become Frightened of Angzhan for the duration of the round. An affected creature can attempt the saving throw again at the beginning of their turn.