Wereboar

Wereboar

Small Monstrosity • Neutral Evil

Armor Class
15
Hit Points
97
(15d8 + 30 HD)
Challenge Rating
4
1,100 XP
Speed
30 ft.

Ability Scores

Click any value to roll ๐ŸŽฒ

Saving Throws

Skills

โ— proficient  •  โ—† expertise
Passive Perception
12
Passive Investigation
10
Passive Insight
10
๐Ÿ’ช Strength
๐Ÿƒ Dexterity
๐Ÿง  Intelligence
๐Ÿ‘๏ธ Wisdom
โœจ Charisma
Languages: Common (can't speak in boar form)

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. 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 DM'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. 13 (3d6 + 3) Piercing damage.

Tusk (Boar or Hybrid Form Only)

*Melee Attack Roll:* +5, reach 5 ft. 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 condition.