Wereboar DnD 5E Monster


Shapechanger: The wereboar dnd 5e monster is able to use its action for the polymorph into the boar-humanoid hybrid or else into a boar, or even back into its true form, that is humanoid. All of its statistics, but other than its AC, are else a similar in each of its form. Any kind of equipment that it is wearing or else carrying is not transformed. Finally, it shall revert to its true form when if it dies.

Charge (Boar or Hybrid Form Only): If a wereboar monster moves at least 15 feet straight towards a target and then hits it by its tusks on a similar turn, of course the target shall take an extra 7(2d6) slashing damage. Suppose, if a target is a creature, then it must be succeeded on a DC13 Strength saving throw or else be knocked prone.

Relentless (Recharges after a Short or Long Rest): If this wereboar monster takes 14 damage or else less that would be reduced it to 0 Hit Points, it is reduced to 1 hit point instead.

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Multiattack (Humanoid or Hybrid Form Only): The wereboar can make two attacks, that only one of which can be by using 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: 10 (2d6 + 3) slashing damage. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be Cursed with wereboar lycanthropy.

Attributes Of Wereboar DnD 5E Monster

AC10 (In Humanoid Form, 11 In Boar And Hybrid Forms )
AlignmentNeutral Evil
Challenge Rating4
HP78 (12d8+24)
ImmunitiesBludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
LanguagesCommon (Can't Speak In Boar Form)
Passive Perception12
Roll 0Maul 1d20 + 5 2d6+3
Roll 1Tusks 1d20 + 5 2d6+3
SkillsPerception +2
Speed30 ft. (40 ft. in boar form)
Typehumanoid (human, shapechanger)

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