Wereboar Transformation Rules
The following replaces the relevant PC stats while transformed.
AC: 11 (Natural Armor)
Speed: 40 ft.
Damage Immunities: bludgeoning, piercing, slashing from non-magical/non-silver attacks
Shapechanger: The wereboar may use its action to polymorph into a boar-humanoid. Any equipment it is wearing or carrying isn’t transformed.
Charge: In hybrid form, if the wereboar moves at least 15 ft straight toward a target and hits it with its tusks on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a DC 13 STR saving throw or be knocked prone.
Tusks: Melee weapon attack: + 5 to hit, one target, 2d6 + 3 slashing damage. If the target is a humanoid, it must succeed on a DC 12 CON save or be cursed with wereboar lycanthropy.
Unstable Control: The wereboar is susceptible to the powers of the moon. When exposed to a full moon, the wereboar loses control. It may flee to the safety of the woods or become aggressive towards all creatures around it. Control returns with the morning light. Additionally, the wereboar may lose control when it willingly polymorphs into its hybrid form.