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Wereboar

Small · Monstrosity · CR 4 · Neutral Evil

Source. 5e 2024 Rules
Armor Class
15 (natural armor)
Hit Points and Hit Dice
97 (15d8 + 30)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
17
+3
DEX
10
+0
CON
15
+2
INT
10
+0
WIS
11
+0
CHA
8
-1

Overview

Category Monsters
Size Small
Type Monstrosity
Alignment Neutral Evil
XP 1100
Initiative Bonus +2

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

Saving Throws

Strength +3 Dexterity +0 Constitution +2 Intelligence +0 Wisdom +0 Charisma -1

Skills

Perception +2

Languages

Common (can't speak in boar form)

Actions

Gore

+5 to hit, reach 5 ft (1.5 m). Hit: 2d8+3 piercing damage.

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

Cost 1

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

Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. 13 (3d6 + 3) Piercing damage.

Multiattack

Cost 1

The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.

Tusk

Cost 1

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

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.

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.

About Wereboar

Wereboar is a small monstrosity with a Challenge Rating of 4. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 97 hit points (derived from 15d8 + 30).

Wereboar has communication capabilities including Common (can't speak in boar form). 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 Small Monstrosity, which affects how certain spells and abilities interact with it.
What languages does Wereboar speak?
Wereboar can communicate in Common (can't speak in boar form).

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