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Wereboar

Medium · Humanoid · CR 4 · Chaotic Evil

Armor Class
12
Hit Points and Hit Dice
78 (12d8+24)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
10
+0
CON
14
+2
INT
10
+0
WIS
10
+0
CHA
10
+0

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 1100
Initiative Bonus +0

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Passive Perception 12

Skills

Perception +2

Languages

Common

Resistances & Immunities

Damage Immunities
damage from nonmagical, non-silvered weapons

Traits

Relentless (1/Day)

If the wereboar takes 14 or less damage that would reduce it to 0 hit points, it is instead reduced to 1 hit point.

Wolfsbane

Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour.

Actions

Maul

+5 to hit, reach 5 ft (1.5 m). Hit: 2d6+3 bludgeoning damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Multiattack

The wereboar makes two attacks only one of which can be with its tusks.

Tusks

+5 to hit, reach 5 ft (1.5 m). Hit: 1d8+3 slashing damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the boar moves at least 20 feet straight towards the target before the attack the attack deals an extra 7 (2d6) slashing damage. If the target is a creature it makes a DC 13 Strength saving throw falling prone on a failure. If the target is a humanoid it makes a DC 12 Constitution saving throw. On a failure it is cursed with wereboar lycanthropy.

Bonus Actions

Frenzied Tusks

The wereboar attacks with its tusks.

Shapeshift

The wereboar changes its form to a boar, a boar-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in boar form. Its equipment is not transformed. It reverts to its true form if it dies.

About Wereboar

Wereboar is a medium humanoid with a Challenge Rating of 4. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 78 hit points (derived from 12d8+24).

Wereboar has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Wereboar

2 tips available

When using Wereboar in your D&D 5e campaign, consider these tactical approaches:

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Wereboar

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 4.

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Wereboar?
Wereboar has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Wereboar?
Wereboar is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Wereboar speak?
Wereboar can communicate in Common.

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