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.

Attack Summary

Gore attackmelee
+5 to hit|2d8+3 piercing
Range: 5 ft.
Javelin attackboth
+5 to hit|3d6+3 piercing
Range: 5 ft. or 30/120 ft.
Tusk attackmelee
+5 to hit|2d6+3 piercing
Range: 5 ft.