Wereboar Lord (5e Creature)
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Medium humanoid (human, shapechanger), neutral evil
Saving Throws Str +11, Con +10, Wis +5
Shapechanger. The wereboar can use its action to polymorph into a Large boar-humanoid hybrid or into a giant boar, or back into its true form, which is humanoid. Its statistics, other than its size and 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 19 Strength saving throw or be knocked prone.
Savage Attacker. The wereboar can reroll damage dice and take the higher of the two rolled.
Cleaver. When the wereboar reduces a creature to 0 hit points, it can make one additional melee attack against a creature within reach.
Speak with Boars. The wereboar can communicate with boars and boar-like creatures as if they shared a language.
Natural Weapon Mastery. The wereboar adds its proficiency bonus to the damage rolls for its tusk attack (included in the attack).
Multiattack. The wereboar lord makes three attacks, only one of which may be with its tusks.
Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d6 + 11) slashing damage. If the target is a humanoid, it must succeed on a DC 18 Constitution saving throw or be cursed with wereboar lycanthropy.
Wereboar lords are by far the angriest of the lycanthrope lords and are often left alone due to their constant rampaging. Those foolish enough to fight a wereboar lord often leave bloodied and beaten, if they leave at all, usually cursed with wereboar lycanthropy. As the other lycanthrope lords, they too have embraced their lycanthropy for centuries and used it to grow in power over their normal brethren.