Wereboar

Wereboars are impetuous and cavalier lycanthropes that delight in sowing misery and pain. A single wereboar is a menace; a sounder of wereboars is a plague. By nature, the strong cull the weak—or so wereboars believe. With this philosophy, they pillage others, storming out from forests to terrorize villages. Wereboars hate werebears, whom they often share territory with, above all others.  

Wereboar CR: 4

Medium humanoid (any race, shapechanger), neutral evil
Armor Class: 11
Hit Points: 78 (12d8+24)
Speed: 40 ft

STR

17 +3

DEX

10 +0

CON

15 +2

INT

10 +0

WIS

11 +0

CHA

8 -1

Skills: Perception +2
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t wooden spears
Senses: darkvision 60 ft., passive perception 12
Languages: any one language (can't speak in beast form)
Challenge Rating: 4
Proficiency Bonus: +2

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 (Beast 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 13 Strength saving throw or be knocked prone.   Relentless (Recharges after a Short or Long Rest). 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

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: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.