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System Reference Document 5.2.1
control and has 10 Hit Points. Success: The target is im-
mune to this werebear’s curse for 24 hours.
Handaxe (Humanoid or Hybrid Form Only). Melee 
or Ranged Attack Roll: +7 , reach 5 ft or range 20/60 ft. 
Hit: 14 (3d6 + 4) Slashing damage.
Rend (Bear or Hybrid Form Only). Melee Attack Roll: 
+7 , reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.
Bonus Actions
Shape-Shift. The werebear shape-shifts into a Large 
bear-humanoid hybrid form or a Large bear, or it re-
turns 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.
Wereboar
Wereboar
Medium or Small Monstrosity (Lycanthrope), Neutral Evil
AC 15  Initiative +2 (12)
HP 97 (15d8 + 30)
Speed 30 ft., 40 ft. (boar form only)
MOD SAVE MOD SAVE MOD SAVE
Str 17 +3 +3 Dex 10 +0 +0 Con 15 +2 +2
Int 10 +0 +0 WIS 11 +0 +0 Cha 8 −1 −1
Skills Perception +2
Gear Javelins (6)
Senses Passive Perception 12
Languages Common (can’t speak in boar form)
CR 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 (Boar or Hybrid Form Only). Melee Attack Roll: 
+5, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage. If 
the target is a Humanoid, it is subjected to the follow-
ing 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 im-
mune to this wereboar’s curse for 24 hours.
Javelin (Humanoid or Hybrid Form Only). Melee or 
Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. 
Hit: 13 (3d6 + 3) Piercing damage.
Tusk (Boar or Hybrid Form Only). Melee Attack Roll: 
+5, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the 
target is a Medium or smaller creature and the were-
boar 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.
Wererat
Wererat
Medium or Small Monstrosity (Lycanthrope), Lawful Evil
AC 13  Initiative +3 (13)
HP 60 (11d8 + 11)
Speed 30 ft., Climb 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 10 +0 +0 Dex 16 +3 +3 Con 12 +1 +1
Int 11 +0 +0 WIS 10 +0 +0 Cha 8 −1 −1
Skills Perception +4, Stealth +5
Gear Hand Crossbow
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common (can’t speak in rat form)
CR 2 (XP 450; PB +2)
Actions
Multiattack. The wererat makes two attacks, using 
Scratch or Hand Crossbow in any combination. It can 
replace one attack with a Bite attack.
Bite (Rat or Hybrid Form Only). Melee Attack Roll: 
+5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the 
target is a Humanoid, it is subjected to the following 
effect. Constitution Saving Throw: DC 11. Failure: The 
target is cursed. If the cursed target drops to 0 Hit 
Points, it instead becomes a Wererat under the GM’s 
control and has 10 Hit Points. Success: The target is im-
mune to this wererat’s curse for 24 hours.
Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 
+ 3) Slashing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). 
Ranged Attack Roll: +5, range 30/120 ft. Hit: 6 (1d6 
+ 3) Piercing damage.
Bonus Actions
Shape-Shift. The wererat shape-shifts into a Medium 
rat-humanoid hybrid or a Small rat, 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.