Wereboar [1/2]Monstrosity · CR 4
Wereboar [1/2]Medium or Small Monstrosity (Lycanthrope), Neutral Evil
STR17+3DEX10+0CON15+2INT10+0WIS11+0CHA8-1
AC15HP97CR4SPD30 ft., 40 ft. (boar form only)
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

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.)

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.

Wereboar [1/3]
Medium or Small Monstrosity (Lycanthrope), Neutral Evil
4
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

Monstrosity
Monster card
Wereboar [2/3]
Medium or Small Monstrosity (Lycanthrope), Neutral Evil
4
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.)

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

Monstrosity
Monster card
Wereboar [3/3]
Medium or Small Monstrosity (Lycanthrope), Neutral Evil
4
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.)

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.

Monstrosity
Monster card

A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it continues on a second tent card instead of being truncated. Print both.

This stat block is long: it spans 3 cards instead of being truncated. Print them all.

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