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).

Every licence notice Tavern Bag relies on.