TEXT: THE TUSKCRACKER THREAT
  Cauldron & Tower (@CauldronNTower)
  by John Bultena (@OnlyPlayWizards)
  Interior Layout and Graphic Design by Nathanaël Roux
  Interior art by Dungeon Masters Guild resources
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  Masters Guild.
  An orc wereboar cult to vex players
  
  2
  THE TUSKCRACKER THREAT
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  The Tuskcracker Threat
  From swamps a far lives the Tuskcracker clan. Their ways 
  do not differ from many orc clans, aside from there being a 
  distinct hierarchy. There are the true Tuskcrackers, robust 
  and impressive looking orcs, they form the warriors caste led 
  by Bolar Tuskcracker. The rest of the tribe are the hunter-
  gathers, craftspeople, and others each vying to impress the 
  Tuskcrackers with their work so they may be inducted into 
  their proper ranks.
  Of note, the Tuskcrackers do not require blood relations 
  to ascend into their clan. They seek orc, half-orc, and 
  ogrillon  alike to join, believing that a true orc empire is 
  viable by the hands of their clan. It is unclear what the 
  extent of this foreboding empire is, but the Tuskcrackers are 
  covetous of ancient orc relics, seeking objects and ruin alike. 
  What outsiders do not know is that the Tuskcrackers 
  are in fact wereboars. To be inducted into the warrior class 
  is to receive their blood and ergo the “blessing” of Bolar 
  Tuskcracker. Reports of the Tuskcrackers being immune to 
  blows from swords, spears, and arrows are not exaggerated. 
  Even magic seems to be all but ineffective at wounding them.
  While brute force of tusk and arms is apt, it is not enough 
  for Chieftain Bolar. He seeks to garner the attention 
  nalfeshnee from the Abyss in order to be judged worthy of 
  further ascension. Bolar knows that simple conquest will not 
  do this alone. Thus he seeks to gain access to devil blood, 
  whether taken directly from the source or of a more diluted 
  manner such as that from a tiefling.
  Presented below is an orc 
  wereboar warrior, utilizing 
  all the strengths of an orc 
  enhanced by lycanthropy 
  so as to create a more 
  than formidable warrior. 
  The dire wereboar is a 
  special case where a half-
  ogre/half-orc is cursed with 
  lycanthropy becoming a brutal 
  presence on any battlefield. 
  Finally is the orc wereboar 
  grappler, one that has fully 
  embraced their curse, no 
  longer want for weapons. 
  Note that due to their specific 
  ritualistic spreading of the 
  curse of lycanthropy, the 
  Tuskcrackers are much 
  hardier versus magic 
  weapons, but extremely 
  susceptible to silvered.
  Orc Wereboar Warrior
  Medium humanoid (orc, shapeshifter), chaotic evil
  —
  Armor Class 14 (animal hides & natural armor) in humanoid 
  or hybrid form, 12 (natural armor) in boar form.
  Hit Points 90 (12d8+30)
  Speed 30 ft.
  —
  —
  Skills Intimidation +3, Perception +3
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from magical weapons that aren't silvered and all 
  other forms of damage that aren’t silvered or radiant
  Damage Immunities bludgeoning, piercing, and slashing 
  damage from non-magical weapons that aren't silvered
  Damage Vulnerabilities silvered weapons and moonbeam
  Senses passive Perception 13
  Languages Common, Orc
  Challenge 6 (2,300 XP)
  —
  Shapechanger. The orc wereboar can use its action to 
  polymorph into a boar-humanoid hybrid or into a boar, back 
  into its true form, which is humanoid. Its statistics, other 
  that 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 orc wereboar moves 
  at least 15 feet straight toward a target and then hits 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 a 
  DC 14 Strength saving throw or be knocked prone.
  Aggressive. As a bonus action, the orc wereboar can move up 
  to its speed toward a hostile creature that it can see.
  Relentless (Recharges after a Short or Long Rest). If the orc 
  wereboar takes 15 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 orc 
  wereboar makes three attacks, only one of which can be 
  with its tusks.
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (1d12+3) slashing damage.
  Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing 
  damage. If the target is a humanoid, it must succeed a DC 
  14 Constitution saving throw or be cursed with lycanthropy. 
  Orcs and half-orcs have disadvantage on this saving throw.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  16 (+3)
  7 (-2)
  11 (+1)
  10 (+0)
  
  3
  THE TUSKCRACKER THREAT
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Orc Wereboar Grappler
  Medium humanoid (orc, shapeshifter), chaotic evil
  —
  Armor Class 15 (natural armor) in humanoid or hybrid form, 
  14 (natural armor) in boar form.
  Hit Points 119 (14d8+56)
  Speed 30 ft.
  —
  —
  Saving Throws Strength +7, Con +7
  Skills Athletics +7, Intimidation +3
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from magical weapons that aren't silvered and all 
  other forms of damage that aren’t silvered or radiant
  Damage Immunities bludgeoning, piercing, and slashing 
  damage from non-magical weapons that aren't silvered
  Damage Vulnerabilities silvered weapons and moonbeam
  Senses passive Perception 10
  Languages Common, Orc
  Challenge 8 (3,900 XP)
  —
  Shapechanger. The orc wereboar can use its action to 
  polymorph into a boar-humanoid hybrid or into a boar, back 
  into its true form, which is humanoid. Its statistics, other 
  that 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 orc wereboar moves 
  at least 15 feet straight toward a target and then hits 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 a 
  DC 15 Strength saving throw or be knocked prone.
  Aggressive. As a bonus action, the orc wereboar can move up 
  to its speed toward a hostile creature that it can see.
  Relentless (Recharges after a Short or Long Rest). If the orc 
  wereboar takes 16 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 orc 
  wereboar makes three attacks or two attacks and Brace Up.
  Fisticuffs. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8+3) bludgeoning damage.
  Wrestling. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: target is grappled or knocked prone.
  Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: 
  +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing 
  damage. If the target is a humanoid, it must succeed a DC 
  15 Constitution saving throw or be cursed with lycanthropy. 
  Orcs and half-orcs have disadvantage on this saving throw.
  Brace Up. Gain 1d8+7 temporary hit points.
  ReActions
  Quick Pin. As an opportunity attack, the orc wereboar can 
  make two Wrestling attacks. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  18 (+0)
  11 (+0)
  11 (+0)
  11 (+0)
  Dire Wereboar Ogrillon
  Large giant (orc, shapeshifter), chaotic evil
  —
  Armor Class 11
  Hit Points 152 (16d10+64)
  Speed 30 ft.
  —
  —
  Skills Intimidation +8
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from magical weapons that aren't silvered and all 
  other forms of damage that aren’t silvered or radiant
  Damage Immunities bludgeoning, piercing, and slashing 
  damage from non-magical weapons that aren't silvered
  Damage Vulnerabilities silvered weapons and moonbeam
  Senses passive Perception 9
  Languages Common, Orc
  Challenge 12 (8,400 XP)
  —
  Shapechanger. The dire wereboar can use its action to 
  polymorph into a boar-giant hybrid or into a giant boar, back 
  into its true form, which is a half-ogre. Its statistics 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 (Giant Boar or Hybrid Form Only). If the dire wereboar 
  moves at least 15 feet straight toward a target and then 
  hits with its tusks on the same turn, the target takes an 
  extra 11 (3d6) slashing damage. If the target is a creature, 
  it must succeed a DC 17 Strength saving throw or be 
  knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the dire 
  wereboar takes 20 damage or less that would reduce it to 0 
  hit points, it is reduced to 1 hit point instead.
  Actions
  Multiattack (Giant or Hybrid Form Only). The dire wereboar 
  makes three attacks, only one of which can be with its tusks.
  Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 19 (3d8+5) bludgeoning damage.
  Tusks (Giant Boar or Hybrid Form Only). Melee Weapon Attack: 
  +9 to hit, reach 5 ft., one target. Hit: 14 (3d6+3) slashing 
  damage. If the target is a humanoid, it must succeed a DC 
  16 Constitution saving throw or be cursed with lycanthropy. 
  Orcs and half-orcs have disadvantage on this saving throw.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
  18 (+4)
  6 (-2)
  9 (-1)
  10 (+0)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Cauldron & Tower - The Tuskcracker Threat, An Orc Wereboar Cult.pdf