All monsters

Wereboar, Boar Form

Medium, humanoid, neutral evil

CR 4AC 11HP 78 (12d8)

Speed walk 40 ft

str
17
(+3)
dex
10
(+0)
con
15
(+2)
int
10
(+0)
wis
11
(+0)
cha
8
(-1)

Skills perception +2

Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Senses passive_perception: 12

Traits

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. 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

Tusks. 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.

From the 5.1 SRD distributed by Wizards of the Coast under CC-BY 4.0. Dungeon Diary is not affiliated with or endorsed by Wizards of the Coast.