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Wereboar

Medium Humanoid (human), neutral evil

CR 4

1,100 XP

AC: 10 (10 in humanoid form, 11 (natural armor) in boar or hybrid form)
HP: 78 (12d8+24)
Speed: walk 30 ft.
Skills: Perception +2
Senses: passive Perception 12
Languages: Common (can't speak in boar form)
STR
17
+3
DEX
10
+0
CON
15
+2
INT
10
+0
WIS
11
+0
CHA
8
-1

Special Abilities

Shapechanger

The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Charge (Boar or Hybrid Form Only)

If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest)

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

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: 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.

Quick Reference

Challenge: CR 4
Type: Humanoid
Size: Medium
Alignment: neutral evil
Best for a party of 4 at level 4-6

Running This Encounter

Wereboars are savage and unpredictable, making them excellent for encounters that emphasize brutality and primal danger. Use their hybrid nature to create tension—they may initially appear as ordinary humanoids before transforming mid-combat to shock the party. Their relatively low AC makes them vulnerable to focused attacks, so consider using terrain, minions, or environmental hazards to make the fight more dynamic than a straightforward slugfest.

Combat Tactics

Wereboars favor direct, aggressive combat and will charge at enemies using their tusks and claws with little regard for personal safety. They prioritize the nearest or weakest-looking opponent, lacking the tactical intelligence to focus fire or retreat, making them predictable but dangerous up close.

Environment & Setting

Wereboars thrive in forests, swamps, and moorlands where they can use undergrowth and natural cover. Encounters work best in confined spaces like forest clearings, ravines, or abandoned farmsteads where their increased boar form speed (40 ft.) provides a real advantage.