Wereboar, Boar Form
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Basic
Size: Medium
Type: humanoid
Alignment: neutral evil
Health
Hit Points: 78
Hit Dice: 12d8
HP Roll: 12d8+24
Armor
Type: natural
Value: 11
Movement
Walk: 40 ft.
Fly: None
Swim: None
Ability Scores
Strength: 17
Dexterity: 10
Constitution: 15
Intelligence: 10
Wisdom: 11
Charisma: 8
Proficiencies
- Skill: Perception: +2
Senses
- passive_perception: 12
Damage Vulnerabilities
None
Damage Resistances
None
Damage Immunities
- bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Condition Immunities
None
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 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.
- 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.
- Usage Type: recharge after rest
- Count:
-
Rest Types:
- short
- long
Actions
- 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.
Legendary Actions
NoneOther Information
Languages:
Challenge Rating: 4
Proficiency Bonus: 2
XP: 1100