Wereboar

Medium / humanoid (Human, Shapechanger) / Neutral Evil / CR 4

Armor Class10
Hit Points78 (12d8 + 24)
Speed40 ft
Challenge4
Proficiency+2
STR17+3
DEX10+0
CON15+2
INT10+0
WIS11+0
CHA8-1
Skills

Perception +2

Languages

Common, (Can'T Speak In Boar Form)

Damage immunities

Bludgeoning, Piercing, Slashing

Traits

Charge (Boar or Hybrid Form Only)

Special

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 damage. If the target is a creature, it must succeed on a saving throw or be knocked prone.

Relentless

Special

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 (Humanoid or Hybrid Form Only)

Action

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

Shapechanger

Action

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.

Tusks (Boar or Hybrid Form Only)

Action

+5 to hit, range 5 ft. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a saving throw or be cursed with wereboar lycanthropy.

Maul (Humanoid or Hybrid Form Only)

Action

+5 to hit, range 5 ft. Hit: 10 (2d6 + 3) bludgeoning damage.