← Monsters

Wereboar

Medium Humanoid neutral evil

Armour class
10
Hit points
78 (12d8+24)
Speed
walk 30 ft.
Challenge
4
  • STR 17 (+3)
  • DEX 10 (+0)
  • CON 15 (+2)
  • INT 10 (+0)
  • WIS 11 (+0)
  • CHA 8 (-1)
Senses
passive Perception 12
Languages
Common (can't speak in boar form)

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.

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.

Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Multiattack. The wereboar makes two attacks, only one of which can be with its tusks.

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.

System Reference Document 5.1 · Creative Commons Attribution 4.0

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