Wereboar
Small monstrosity, neutral evil
Armor Class 15 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft., swim 15 ft., climb 15 ft.
str
17 (+3)
dex
10 (+0)
con
15 (+2)
int
10 (+0)
wis
11 (+0)
cha
8 (-1)
Skills Perception +2
Senses passive Perception 12
Languages Common (can't speak in boar form)
Challenge 4 (1,100 XP)
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.