Wereboar, Boar Form

5e

medium humanoid, neutral evil

Challenge 4 (1100 XP)

STR
17 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
8 (-1)

Defense

Armor Class 11 (natural)
Hit Points 78 (12d8+24)
Speed 40 ft.

Proficiencies & Senses

Skills Perception +2
Passive Perception 12

Traits

Damage Immunities Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren'T Silvered

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.

Reference Text

A large boar with bristly fur, tusks, and a feral stance, representing the boar form of a wereboar.