Wereboar
Medium Humanoid
Armor Class 12
Hit Points 78 (12d8+24)
Speed walk +30
Challenge 4
Skills perception +2
Damage Immunities damage from nonmagical, non-silvered weapons
Senses passive Perception 12
Languages Common
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.
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.
Bonus Actions
Shapeshift. The wereboar changes its form to a boar, a boar-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in boar form. Its equipment is not transformed. It reverts to its true form if it dies.
Frenzied Tusks (While Bloodied. The wereboar attacks with its tusks.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open