Combat Statistics
CR 4
Challenge Rating
1,100 XP
11
Armor Class
78
Hit Points
(12d8)
Speed: {"walk":30} ft.
Strength
17
(+3)
Dexterity
10
(+0)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
15
(+2)
Intelligence
10
(+0)
Wisdom
11
(+0)
Charisma
8
(-1)
Skills:
Perception +2
Damage Resistances: []
Damage Immunities: ["bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered"]
Condition Immunities: []
Senses:
Passive Perception 12 ft.
passive Perception 12
Languages: ["Common"]
Proficiency Bonus: +2
Special Abilities
Shapechanger
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.
Charge (Boar or Hybrid Form Only)
If the wereboar moves at least 15 ft. 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.
Relentless
If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
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: 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 lycanthropy.
Quick Reference
Type: Humanoid
Size: Medium
Alignment: neutral evil
Environment: Any
DM Tools
💰 Loot Generator
CR 4 | Challenge Rating: 4
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