Wereboar, Boar Form
Small monstrosity, neutral evil · 2024 rules, SRD 5.2
- Armor Class
- 15
- Hit Points
- 97 (15d8+30)
- Speed
- 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 10 (+0) | 15 (+2) | 10 (+0) | 11 (+0) | 8 (-1) |
- Skills
- Perception +2
- Senses
- passive perception 12
- Languages
- Common (can't speak in boar form)
- Challenge
- 4 (1,100 XP)
Actions
Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.
Gore. 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.
Tusk. 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.
Shape-Shift (bonus action). The wereboar shape-shifts into a Medium boar-humanoid hybrid or a Small boar, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Also in the 2014 rules (SRD 5.1).