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    Wereboar 5e: Charge, Knock Down, Refuse to Die

    A wereboar is a CR 4 lycanthrope built to run at one target, knock it flat and keep swinging. The 2014 wereboar has AC 10 or 11, 78 hit points, a Charge that adds 2d6 damage and can knock a target prone, and Relentless, which keeps it on its feet at 1 hit point once per rest. It is immune to bludgeoning, piercing and slashing damage from nonmagical attacks not made with silvered weapons. The 2024 wereboar has AC 15, 97 hit points and six javelins, loses both Relentless and the immunity, and knocks targets prone with no save at all.

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    Wereboar Stat Block (2014)

    This is the SRD 5.1 wereboar, shown in its hybrid, boar and human forms.

    Wereboar, Hybrid Form

    Medium humanoid (human), neutral evil

    Armor Class 11 (natural armor)
    Hit Points 78 (12d8+24)
    Speed 30 ft.
    STR
    17 (+3)
    DEX
    10 (+0)
    CON
    15 (+2)
    INT
    10 (+0)
    WIS
    11 (+0)
    CHA
    8 (−1)
    Skills Perception +2
    Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
    Senses passive Perception 12
    Languages Common
    Challenge 4 (XP 1,100; PB +2)

    Traits

    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. The wereboar makes two attacks, only one of which can be with its tusks.
    Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
    Tusks. 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.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Wereboar, Boar Form

    Medium humanoid (human), neutral evil

    Armor Class 11 (natural armor)
    Hit Points 78 (12d8+24)
    Speed 40 ft.
    STR
    17 (+3)
    DEX
    10 (+0)
    CON
    15 (+2)
    INT
    10 (+0)
    WIS
    11 (+0)
    CHA
    8 (−1)
    Skills Perception +2
    Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
    Senses passive Perception 12
    Languages —
    Challenge 4 (XP 1,100; PB +2)

    Traits

    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

    Tusks. 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.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Wereboar, Human Form

    Medium humanoid (human), neutral evil

    Armor Class 10
    Hit Points 78 (12d8+24)
    Speed 30 ft.
    STR
    17 (+3)
    DEX
    10 (+0)
    CON
    15 (+2)
    INT
    10 (+0)
    WIS
    11 (+0)
    CHA
    8 (−1)
    Skills Perception +2
    Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
    Senses passive Perception 12
    Languages Common (can't speak in boar form)
    Challenge 4 (XP 1,100; PB +2)

    Traits

    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.
    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. The wereboar makes two attacks, only one of which can be with its tusks.
    Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
    Form (2014)ACSpeedWhat it can do
    Human (true form)1030 ft.Two maul attacks
    Boar11 (natural)40 ft.One tusks attack, plus Charge
    Hybrid11 (natural)30 ft.Maul + tusks, plus Charge

    The wereboar stays Medium in every form; its Shapechanger trait changes only its AC. Shifting costs its action.

    Charge works in boar or hybrid form: 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 and must make a DC 13 Strength save or be knocked prone.

    Relentless recharges after a short or long rest. When the wereboar takes 14 damage or less that would drop it to 0, it drops to 1 hit point instead. In practice the blow that finishes it has to deal 15 or more damage, or the party needs one extra hit.

    Unlike the werebear, the wereboar's curse sits inside its Multiattack. Every hybrid turn can include one tusks attack, and every tusks hit on a Humanoid forces a DC 12 Constitution save against wereboar lycanthropy.

    The Wereboar in the 2024 Rules

    The 2024 wereboar (SRD 5.2.1) keeps CR 4 (1,100 XP) and the same ability scores, and gets a new kit.

    Wereboar, Hybrid Form

    Medium or Small Monstrosity (Lycanthrope), Neutral Evil

    Armor Class 15
    Initiative +2 (12)
    Hit Points 97 (15d8 + 30)
    Speed 30 ft.
    STR
    17 (+3)save +3
    DEX
    10 (+0)save +0
    CON
    15 (+2)save +2
    INT
    10 (+0)save +0
    WIS
    11 (+0)save +0
    CHA
    8 (−1)save −1
    Skills Perception +2
    Gear Javelins (6)
    Senses Passive Perception 12
    Languages Common (can’t speak in boar form)
    Challenge 4 (XP 1,100; PB +2)

    Actions

    Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.
    Gore. Melee Attack Roll: +5, reach 5 ft. Hit: 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 GM’s control and has 10 Hit Points. Success: The target is immune to this wereboar’s curse for 24 hours.
    Javelin. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.
    Tusk. Melee Attack Roll: +5, reach 5 ft. Hit: 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.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Wereboar, Boar Form

    Medium or Small Monstrosity (Lycanthrope), Neutral Evil

    Armor Class 15
    Initiative +2 (12)
    Hit Points 97 (15d8 + 30)
    Speed 40 ft.
    STR
    17 (+3)save +3
    DEX
    10 (+0)save +0
    CON
    15 (+2)save +2
    INT
    10 (+0)save +0
    WIS
    11 (+0)save +0
    CHA
    8 (−1)save −1
    Skills Perception +2
    Gear Javelins (6)
    Senses Passive Perception 12
    Languages Common (can’t speak in boar form)
    Challenge 4 (XP 1,100; PB +2)

    Actions

    Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.
    Gore. Melee Attack Roll: +5, reach 5 ft. Hit: 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 GM’s control and has 10 Hit Points. Success: The target is immune to this wereboar’s curse for 24 hours.
    Tusk. Melee Attack Roll: +5, reach 5 ft. Hit: 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.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Wereboar, Human Form

    Medium or Small Monstrosity (Lycanthrope), Neutral Evil

    Armor Class 15
    Initiative +2 (12)
    Hit Points 97 (15d8 + 30)
    Speed 30 ft.
    STR
    17 (+3)save +3
    DEX
    10 (+0)save +0
    CON
    15 (+2)save +2
    INT
    10 (+0)save +0
    WIS
    11 (+0)save +0
    CHA
    8 (−1)save −1
    Skills Perception +2
    Gear Javelins (6)
    Senses Passive Perception 12
    Languages Common (can’t speak in boar form)
    Challenge 4 (XP 1,100; PB +2)

    Actions

    Multiattack. The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack.
    Javelin. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 13 (3d6 + 3) Piercing damage.

    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.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
    2014 Wereboar2024 Wereboar
    Creature typeHumanoid (human, shapechanger)Monstrosity (Lycanthrope)
    AC / HP10-11 / 7815 / 97
    Damage immunitiesB/P/S from nonmagical attacks not made with silvered weaponsNone
    TraitsCharge, RelentlessNone (the charge moved into Tusk)
    Charge / knockdown15 ft. run, +2d6, DC 13 Str save or prone20 ft. run, +2d6, target is Prone, no save (Medium or smaller only)
    Curse attackTusks, 10 slashing, DC 12 ConGore, 12 piercing, DC 12 Con
    RangedNoneSix javelins, 13 damage, 30/120 ft.
    FormsMedium in every formHuman Medium or Small, hybrid Medium, boar Small
    Shape changeActionBonus Action

    The knockdown no longer allows a save. If the 2024 wereboar runs 20 feet straight at a Medium or smaller creature and hits with Tusk, that creature is Prone. A Large ally, like a horse or a summoned bear, can't be knocked down.

    Relentless is gone. 97 hit points with no trick is easier to plan around than 78 with one.

    It's a Monstrosity now. Hold Person and Charm Person work on the 2014 wereboar and can't target the 2024 one.

    How Wereboars Fight

    The wereboar's whole plan is the same in both editions: run straight at someone, knock them down, then hit them again while they're on the ground. Melee attacks against a prone creature have Advantage.

    The charge turn, against AC 16 (+5 hits on 11 or higher, 50%):

    Wereboar turnAverage damageChance to curse a Con +2 target
    2014 hybrid, no run-up: maul + tusks10about 22%
    2014 hybrid, Charge: tusks first, then maulabout 14about 22%
    2024 hybrid, no run-up: javelin + Gore12.5about 22%
    2024 hybrid, charge: Tusk first, then Goreabout 16about 28%
    2024 at range: two thrown javelins13none

    The math behind the 2024 charge row: Tusk hits half the time for 17, and the target is Prone. Gore then has Advantage (75% to hit) after a knockdown or 50% without one, for an overall 62.5%. The target fails the DC 12 save on 9 or lower, 45% of the time, so the curse lands about 28% of the time.

    Order matters. Always attack with the tusks first. A prone target makes the second attack easier, and in 2014 the Strength save (DC 13) is the only thing between the party's fighter and the floor.

    Make room to run. Charge needs 15 feet (2014) or 20 feet (2024) of straight movement. A wereboar that starts its turn next to its target has to back off first, which provokes an opportunity attack. Put wereboars where they start far away: across a clearing, at the end of a corridor, on the other side of a road.

    Which attacks count as the charge? (2024) Tusk says the wereboar must have moved 20+ feet straight toward that target "immediately before the hit," so one run sets up one target. The text doesn't say whether a second Tusk against the same target in the same Multiattack also counts. DM ruling, not rules text: only the first Tusk after the run gets the extra 2d6. In 2014 the question doesn't come up, because Multiattack allows only one tusks attack.

    2024: soften them up from range. The human or hybrid form throws two javelins a turn at 30/120 feet. Six javelins is three turns of throwing. Shape-Shift is a Bonus Action, so a human-form wereboar can shift and charge on the same turn.

    2014: use Relentless as a surprise. Let the party think the wereboar is done. It drops to 1 hit point, the fighter turns away, and it charges the wizard.

    How Many Wereboars for Your Party?

    A wereboar is worth 1,100 XP. For four characters:

    Party of 4Wereboar encounter2024 difficulty2014 difficulty
    Level 41 wereboar (1,100 XP)ModerateMedium
    Level 41 wereboar + 2 boars (1,200 XP)ModerateDeadly
    Level 51 wereboar + 1 giant boar (1,550 XP)LowMedium
    Level 52 wereboars (2,200 XP)ModerateHard
    Level 63 wereboars (3,300 XP)ModerateDeadly

    Boars are CR 1/4 (50 XP) and giant boars CR 2 (450 XP) in both editions. The 2014 labels come from the 2014 Dungeon Master's Guide thresholds and group multiplier, as used by our encounter difficulty calculator. A wereboar with two ordinary boars barely changes the 2024 math, but the 2014 multiplier for three creatures pushes it to Deadly at level 4. Boars have their own charge with a knockdown, so three chargers can put three characters on the ground in one round.

    In 2014, Relentless is what separates the wereboar from the werewolf and wererat: neither of them has a trait that keeps it standing at 0.

    How Players Beat Wereboars

    • •Crowd it. A wereboar with an enemy in its face can't get a run-up without provoking an opportunity attack. The fighter's job is to stay adjacent.
    • •Break the line. Difficult terrain, a table knocked over, a wall of shields, a corner: anything that stops 15 or 20 feet of straight movement turns off the charge.
    • •Bring a big hit for the end (2014). Relentless only saves it from 14 damage or less. Save a smite, a sneak attack or a high-level spell for the moment it's low, or plan on hitting it twice.
    • •2014: spells, silver, or magic. Its immunity covers bludgeoning, piercing and slashing from nonmagical attacks not made with silvered weapons. Magic Missile and Guiding Bolt both work.
    • •Target Charisma, Dexterity, Intelligence or Wisdom. Its saves are −1, +0, +0 and +0, with no proficiencies. Against a 2014 wereboar, Hold Person is a strong pick.
    • •Force it back to human. Moonbeam reverts a shapechanger that fails its save. In human form it has no tusks, so no curse and no charge.

    Wereboar Encounter Ideas

    The toll ditch. Three wereboars run a "toll" on a forest road. In human form they stand in the drainage ditch and throw javelins (2024) at anyone who won't pay. When the party charges, they shift and charge back across the 30-foot-wide road, which gives every one of them a straight run.

    The causeway. A 5-foot-wide stone causeway crosses a marsh. A wereboar waits at the far end. Every charge is a straight line, every knockdown leaves a character prone at the edge, and stepping off means wading. The party has to cross under fire or find another way around.

    The butcher's apprentices (2024). A butcher has been biting his apprentices to build a gang. Two are cursed and don't know it. When a brawl breaks out at the harvest fair and one of them drops to 0 hit points, he gets up as a wereboar under the GM's control. Loreify can record the session so you know which apprentice the party already met.

    Frequently Asked Questions

    What CR is a wereboar in 5e?

    A wereboar is CR 4 (1,100 XP) in both the 2014 and 2024 rules. The 2014 version has 78 hit points and AC 10 or 11. The 2024 version has 97 hit points and AC 15.

    How does the wereboar's Relentless work?

    Once per short or long rest, when the 2014 wereboar takes 14 damage or less that would reduce it to 0 hit points, it drops to 1 hit point instead. A hit of 15 or more ignores it. The 2024 wereboar doesn't have Relentless.

    Is a wereboar immune to nonmagical attacks?

    The 2014 wereboar is immune to bludgeoning, piercing and slashing damage from nonmagical attacks not made with silvered weapons, so silvered or magic weapons and spells are needed. The 2024 wereboar has no damage immunities.

    How do you get wereboar lycanthropy?

    In 2014, a Humanoid hit by the wereboar's tusks makes a DC 12 Constitution save or is cursed. In 2024 the curse comes from its Gore attack, also DC 12; a cursed creature that drops to 0 hit points becomes a wereboar under the GM's control with 10 hit points.

    What alignment is a wereboar?

    Both SRD stat blocks list the wereboar as neutral evil.


    Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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