Wereboar

Medium · Monstrosity · Neutral Evil

📖 SRD 5.2.1 (2024)
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.

Attribution

This page includes material from the System Reference Document 5.2.1(“SRD 5.2.1”) by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. QuestMaster is unofficial Fan Content not affiliated with Wizards of the Coast.