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Jolliver Grimjaw

Medium Human Captain , Neutral Evil

Armor Class 10 (In Humanoid Form, 11 In Boar And Hybrid Forms )
Hit Points 38
Speed 30ft

STR
17 +3
DEX
10 0
CON
15 +2
INT
10 0
WIS
11 0
CHA
8 -1

Skills 40 movement in boar form
Damage Resistances Non-magical Weapons that are not silvered
Challenge 5th level Fighter


Description

Jolliver Grimjaw was a wereboar member of the Cult of the Crushing Wave during the Elemental Evil crisis.   Early 40s, but still extremely strong and put together, thanks to being a wereboar.   A successful mercenary captain that was hired by Shoalar Quanderil to harry the Imeryds Run trade. Maintains his honor by refusing to be bought off after accepting a contract, but values his life. Grimjaw and his men traded with some smugglers and led attacks on river boats that refused to pay protection money. They also actively recruited thugs and monsters to join the Cult. In 769cy, Grimjaw and his minions posed as mercenaries and occupied the Rivergard Keep. Soon after, however, some adventurers infiltrated the keep and in the end confronted and defeated Grimjaw.   Calm, Gruff, strict, cautious, suspicious. Speaks very little, and hates formality of any kind. Stressed: Practical and Calculating, hates to lose more than anything else. When in his werebear form, becomes extremely Reckless and Murderous.



Shapechanger: The wereboar can use its action to Polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its Statistics, other than its AC, are the same in each form. Any Equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.   Charge (Boar or Hybrid Form Only): If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.   Relentless (Recharges after a Short or Long Rest): If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.


Actions

Multiattack (Humanoid or Hybrid Form Only): The wereboar makes two attacks, only one of which can be with its tusks.   Maul (Humanoid or Hybrid Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.   Tusks (Boar or Hybrid Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.


 

Created by

StylinLP38.

Statblock Type

NPC

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