Wereboar
CR 4 small humanoid monster that uses multiattack (two Javelin/Tusk strikes, swappable for Gore). Gore attack (2d8+3 piercing, +5) applies a curse on failed CON DC 12 save that tra...
Wereboar. Small monstrosity, neutral evil.
Languages: Common (can't speak in boar form)
Small monstrosity · neutral evil
AC 15 · HP 97 · Speed 30 ft., swim 15 ft., climb 15 ft. · Initiative +2
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| Score | 17 | 10 | 15 | 10 | 11 | 8 |
| Mod | +3 | +0 | +2 | +0 | +0 | -1 |
| Save | +3 | +0 | +2 | +0 | +0 | -1 |
Skills Perception +2 · Senses passive Perception 12 · Challenge 4 (PB +2)
Actions
Gore. 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. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. 13 (3d6 + 3) Piercing damage.
Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.
Tusk. 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 Prone condition.