Wereboar
Medium · Monstrosity · Neutral Evil
HP97
AC15
CR4
Speed 40 ft.
Ability Scores
STR17 (+3)
DEX10 (+0)
CON15 (+2)
INT10 (+0)
WIS11 (+0)
CHA8 (-1)
Details
Initiative +2 (12) Skills Perception +2 Senses Passive Perception 12 Languages Common (can't speak in boar form) Gear Javelins (6)
Actions
- Multiattack. The wereboar 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 Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wereboar under the GM's control and has 10 Hit Points. Success: The target is immune to this wereboar's curse for 24 hours.
- Javelin (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.
- Tusk (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Medium or smaller creature and the wereboar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 (2d6) Piercing damage and has the Prone condition.
All text above is reproduced verbatim from the D&D 5e 2024 SRD. No AI interpretation.