Ornery wild swine with underslung tusks, these beasts are a favorite target of hunters, for they have a glut of meat and generally are quite delicious, however they are a dangerous hunt, particularly when cornered, as their tusks can inflict great injury, and they are tougher than one might think, and known to be quite aggressive. Though primarily dining on roots and other low lying vegetation, like all members of the swine family, they are limitless omnivores and will eat just about anything they can get their snouts and teeth into. | |
Perception | 1d20+7 |
Languages | N/A |
Skills | Athletics: 1d20+7 , Survival: 1d20+7 |
STR +4 , DEX +1 , CON +4 , INT -4 , WIS +2 , CHA -3 | |
AC | 19 |
Saving Throws | Fort 1d20+9 , Ref 1d20+4 , Will 1d20+7 , Power Save (Strength): 1d20+9 , Logic Save (Intelligence): 1d20-4 , Ego Save (Charisma): 1d20 |
HP | 24 2d10+14 - Immunities N/A - Weaknesses N/A - Resistances Resist (2) Slashing and Piercing |
Speed | 35 feet |
Melee | Melee, Tusk: 1d20+9 to hit. 2d6+4 piercing damage. Special Melee, Violent Frenzy: A wild boar in a Fury can use this ability to attack a target it is adjacent to with two tusk attacks, ignoring multiple attack penalty until after both attacks resolve (so if they attempt a third attack, it invokes the -10). It cannot move or target two different creatures with these attacks, they must both be against the same target. |
Special Abilities | Armored Hide (3): +3 Natural Armor to Armor Score. Aggressive: A wild boar that decides to attack a creature will usually not be easily driven off. No matter how bad the fight is going, the boar must attempt a DC 14 Will Save to decide to retreat or flee combat if it chooses to start a fight or is forced into one. This DC increases to 19 if it is in a fury or protecting piglets, and becomes impossible if it is in a fury and protecting piglets. Bulky: Adds 1/2 Constitution Modifier to AC as a Deflection Bonus. Fury: A wild Boar can spend 1 action to enter a Fury as if a Braserker of first level. This Fury lasts for only 3 rounds, but they do gain all the benefits and negatives that a Braserker would gain at first level for that time. When it ends, they gain Exhausted (1) Condition for 1 minute. Fury Damage Dice: When in a Fury, the boar adds 1d6 to the damage of all melee attacks it makes. Ferocity: This is an automatically triggered reaction Whenever a wild boar's HP total should drop to 0 or less (so they should go down and stop fighting) it immediately becomes 1, and they gain the Wounded (1) condition instead. This will stack until Wounded (3) after which if it happens again, the creature will immediately die. Scent: 30 feet, +2 Perception if smell can apply. |
Advancements/Alteration Options |