Wereboar
Medium Humanoid. CR 4, AC 12, 78 HP. Traits: Relentless, Wolfsbane.
- Armor class
- 12
- Hit points
- 78
- Challenge
- 4
- Creature type
- Humanoid
- Size
- Medium
Stat block
- Cha
- 10
- Con
- 14
- Dex
- 10
- Int
- 10
- Str
- 16
- Wis
- 10
- Speed
- Walk: 30
- Senses
- passive Perception 12
- Skills
- Perception: 2
- Actions
- Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks only one of which can be with its tusks.
- Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
- Tusks (Boar or Hybrid Form Only). 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.
- Languages
- Common
- Damage immunities
- damage from nonmagical, non-silvered weapons
- Special abilities
- 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.
Source and licence
From A5E Monstrous Menagerie.
Licence: Open Game Content (OGL 1.0a).