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Monster Manual (5e)

Wereboar CR: 4

Medium humanoid (human, shapechanger), neutral evil
Armor Class: 10 (11 (Natural Armor) in boar or hybrid form)
Hit Points: 78 (12d8 +24)
Speed: 30 (40 in boar form) 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, & Slashing from Nonmagical Attacks that aren't Silvered
Senses: Passive Perception 12
Languages: Common (can't speak in boar form)
Challenge Rating: 4 ( 1100 XP)
Proficiency Bonus: +2

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.

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.

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.

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.

Suggested Environments

Forest, Grassland, Hill


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