Wereboar

5.5e

medium monstrosity, 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 15 (natural armor)
Hit Points 97 (15d8+30)
Speed 30 ft.

Proficiencies & Senses

Skills Perception +2
Languages Common, Can'T Speak In Boar Form
Passive Perception 12

Actions

Multiattack

The monster makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.

Gore (Boar or Hybrid Form Only)

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+3) piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wereboar under the DM's control and has 10 Hit Points. Success: The target is immune to this monster's curse for 24 hours.

Tusk (Boar or Hybrid Form Only)

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a Medium or smaller creature and the monster moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) damage and has the Prone condition.

Javelin (Humanoid or Hybrid Form Only)

Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 10 (3d6+3) piercing damage.

Shape-Shift (Bonus Action)

The monster shape-shifts into a Medium boar-humanoid hybrid form or a Medium boar, or it returns to its true humanoid form, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Reference Text

A boar-humanoid hybrid with tusks, standing upright, wearing simple clothing. It has a fierce expression and bristly fur.