Wereboar

Medium · Humanoid · CR 4

Wereboar
Type
Humanoid
Size
Medium
Alignment
neutral evil
Armour class
10 (10 in humanoid form, 11 (natural armor) in boar or hybrid form)
Hit points
78 (12d8+24)
Initiative
+0
Speed
30 ft.
Skills
Perception +2
Damage immunities
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses
passive Perception 12
Languages
Common (can't speak in boar form)
Challenge
4 (1,100 XP)
Ability scores
STRDEXCONINTWISCHA
17 (+3)10 (+0)15 (+2)10 (+0)11 (+0)8 (-1)

Traits

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.

Actions

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.

This monster is different in the other edition

What20142024
Armour class1015
Hit points7897
SizeMediumSmall
TypeHumanoidMonstrosity

Read the other edition's version · Everything that changed for monsters