Wereboar

SizeMedium
TypeHumanoid
Alignmentneutral evil
Armor Class10
Armor Description10 in humanoid form, 11 (natural armor) in boar or hybrid form
Hit Points78
Hit Dice12d8+24
Walk Speed (ft)30
17
+3
10
+0
15
+2
10
+0
11
+0
8
-1
Challenge Rating4
Passive Perception12
Damage ImmunitiesBludgeoning, Piercing, Slashing
EnvironmentsForest or Jungle, Grassland or Plains, Hills, Shadowfell, Feywild, Urban
Traits

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 (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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.

Actions

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

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

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.