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Wereboar A5E

CR 4 humanoid

Medium humanoid, chaotic evil


Armor Class
12
Hit Points
78 (12d8+24)
Speed
30 ft.

STR16 (+3)
DEX10 (+0)
CON14 (+2)
INT10 (+0)
WIS10 (+0)
CHA10 (+0)

Saving Throws
Skills
Perception +2
Damage Immunities
damage from nonmagical, non-silvered weapons
Senses
passive Perception 12
Languages
Common
Challenge
4 (1,100 XP) · Proficiency Bonus +2

Relentless (1/Day).

If the wereboar takes 14 or less damage that would reduce it to 0 hit points, it is instead reduced to 1 hit point.

Wolfsbane.

Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour.

Actions

Multiattack.

The wereboar makes two attacks only one of which can be with its tusks.

Maul.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Tusks.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the boar moves at least 20 feet straight towards the target before the attack the attack deals an extra 7 (2d6) slashing damage. If the target is a creature it makes a DC 13 Strength saving throw falling prone on a failure. If the target is a humanoid it makes a DC 12 Constitution saving throw. On a failure it is cursed with wereboar lycanthropy.

Bonus Actions

Shapeshift.

The wereboar changes its form to a boar, a boar-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in boar form. Its equipment is not transformed. It reverts to its true form if it dies.

Frenzied Tusks.

The wereboar attacks with its tusks.

Other versions

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details