From SRD 5.1

Wereboar, Hybrid Form

Medium Humanoid, Neutral Evil

Armor Class 11 (natural)

Hit Points 78 (12d8 + 24)

Speed 30 ft.

STR DEX CON INT WIS CHA
() () () () () ()
Skills
Senses
passive perception 12
Languages
Common
Challenge
4 (1,100 XP)

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 . If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless. 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

The wereboar makes two attacks, only one of which can be with its tusks.
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: .
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: . If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

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