Medium humanoid (human, shapechanger), Neutral Evil
| Armor Class | 10 in humanoid form, 11 (natural armor) in boar or hybrid form |
|---|---|
| Hit Points | 78 (12d8 + 24) |
| Speed | 30 ft. (40 ft. in boar form) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 10 (+0) | 15 (+2) | 10 (+0) | 11 (+0) | 8 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Perception +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Condition Immunities | — |
| Senses | passive Perception 12 |
| Languages | Common (can't speak in boar form) |
| Challenge | 4 |
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.
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.
If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
The wereboar makes two attacks, only one of which can be with its tusks.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Melee Attack Roll: +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 Player Characters as Lycanthropes.
Small monstrosity (lycanthrope), Neutral Evil
| Armor Class | 15 |
|---|---|
| Hit Points | 97 (15d8 + 30) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 10 (+0) | 15 (+2) | 10 (+0) | 11 (+0) | 8 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Perception +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 12 |
| Languages | Common (can't speak in boar form) |
| Challenge | 4 |
The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.
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. con DC 12. 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 wereboar's curse for 24 hours.
Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.
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.