Wereboar [1/2]Monstrosity · CR 4
Wereboar [1/2]Medium or Small Monstrosity (Lycanthrope), Neutral Evil
STR+317
DEX+010
CON+215
INT+010
WIS+011
CHA-18
AC15
HP97
CR4
SPD30 ft., 40 ft. (boar form only)

ACTIONS

MultiattackThe 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. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure:

Wereboar [2/2]Monstrosity · CR 4
Wereboar [2/2]Medium or Small Monstrosity (Lycanthrope), Neutral Evil

ACTIONS (cont.)

Gore (Boar or Hybrid Form Only) (cont.)The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wereboar under the GM’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. Hit: 13 (3d6 + 3) Piercing damage.

Tusk (Boar or Hybrid Form Only)Melee Attack Roll: +5, reach 5 ft. Hit: 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.

BONUS ACTIONS

Shape-ShiftThe wereboar shape-shifts into a Medium boar-humanoid hybrid or a Small boar, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

Wereboar [1/3]Medium or Small Monstrosity (Lycanthrope), Neutral Evil
CR4
15Armor Class
97Hit Points
30 ft., 40 ft. (boar form only)Speed
STR17+3
DEX10+0
CON15+2
INT10+0
WIS11+0
CHA8-1

Initiative. +2

Senses. Passive Perception 12

Gear. Javelins (6)

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. Hit: 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 GM’s control and

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Monstrosity
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Wereboar [2/3]Medium or Small Monstrosity (Lycanthrope), Neutral Evil
CR4
15Armor Class
97Hit Points
30 ft., 40 ft. (boar form only)Speed
STR17+3
DEX10+0
CON15+2
INT10+0
WIS11+0
CHA8-1

Actions (cont.)

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. Hit: 13 (3d6 + 3) Piercing damage.

Tusk (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 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.

Bonus Actions

Shape-Shift. The wereboar shape-shifts into a Medium

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Monstrosity
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Wereboar [3/3]Medium or Small Monstrosity (Lycanthrope), Neutral Evil
CR4
15Armor Class
97Hit Points
30 ft., 40 ft. (boar form only)Speed
STR17+3
DEX10+0
CON15+2
INT10+0
WIS11+0
CHA8-1

Bonus Actions (cont.)

boar-humanoid hybrid or a Small boar, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

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Monstrosity
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com

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Pick “Save as PDF” as the destination in the print dialog.

Wereboar — printable monster card

Medium or Small Monstrosity (Lycanthrope), Neutral Evil

  • CR 4
  • Monstrosity
  • Medium or Small

Full stat block

Armor Class
15
Hit Points
97
Initiative
+2
Speed
30 ft., 40 ft. (boar form only)
Senses
Passive Perception 12
Gear
Javelins (6)
Languages
Common (can’t speak in boar form)
Challenge Rating
4 (1,100 XP)
Proficiency bonus
+2
Skill proficiencies
Perception
Ability scores
STR DEX CON INT WIS CHA
17 +3 10 +0 15 +2 10 +0 11 +0 8 -1

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. Hit: 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 GM’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. Hit: 13 (3d6 + 3) Piercing damage.

Tusk (Boar or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 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.

Bonus Actions

Shape-Shift. The wereboar shape-shifts into a Medium boar-humanoid hybrid or a Small boar, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

See also