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D&D · SRD 5.1 (5e, 2014)

Wereboar (Lycanthrope) Medium Humanoid (Human, Shapechanger), Neutral Evil

Armor Class
10
Hit Points
78 (12d8 + 24)
Speed
30 ft. (40 ft. in boar form)
STRDEXCONINTWISCHA
SCORE17101510118
MOD+3+0+2+0+0-1
SAVE+3+0+2+0+0-1
Skills
Perception +2
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)
CR
4 (XP 1,100)

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 (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.

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.

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Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Legal