Dire Boar: Difference between revisions
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Revision as of 21:33, 18 April 2021
Dire Boar (CR 5)
Neutral - Large - Animal |
---|
Lore: | Know (Nature) | ||
9 | 25 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
22 | +12 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Low-Light Vision
- Scent 50 ft.
Movement Types:
- Walk 40 ft.
Defense
AC |
Man Def |
Monster Health | ||
73 | 36 | 7 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +8 |
Refl: | +3 |
Will: | +5 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Bite +8 (1d8+4/19-20 x2)
as crushing (physical, common)
Full Attack (Melee):
- 3x Bite +8 (1d8+4/19-20 x2)
as crushing (physical, common)
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
27 |
STR |
10 |
DEX |
17 |
CON |
2 |
INT |
13 |
WIS |
8 |
CHA |
Special Abilities
Ferocity (Su) Auto Upon Death |
The Dire Boar is such a ferocious fighter that it continues to fight for one round after its hit points are reduced to zero or below. During this round it ignores all conditions and acts normally in all ways, but it then dies immediately at the end of its turn. |
Goring Charge (Ex) Auto with Charge Maneuver |
When using a charge maneuver, the dire boar may roll its Goring Charge damage rather than its Bite damage.
|
Dire Boar
Gigantic feral pigs, Dire Boars are far more dangerous than their seemingly innocuous background would suggest. Dire Boars are cranky, foul-tempered, widespread and reproduce at a stunning pace. Dire Boars can become a serious menace in only a year or two, rooting up crops and killing livestock for food.
Dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They will tear down fences, rip up roads and paths, and generally make themselves into gigantic problems. They are quite territorial and will viciously attack anything that approaches them while they are in 'their' space.
Combat Tactics
Dire Boars will charge into battle to use Goring Charge, and will take any opportunities offered to charge again. With an intelligence of 2, dire boars are not smart enough to optimize their movement for charges (e.g. move away, then charge back), which means they will typically only get to charge on the first round of combat.
If it is hemmed in it will resort to full attacks and will fight to the death, and using its Ferocity ability, for one round after death.
Out of Combat
Dire Boars are popular mounts with certain monsters, such as Orcs and Hobgoblins. As such, they can often be found 'domesticated' in association with other types of monsters. In the wild, Dire Boars tend to come in entire herds, and in places where there is a lack of capable predators, such packs of Dire Boars can grow to be a deadly menace indeed...until a truly dire monster like a Dragon cooks the entire herd.
Rewards
XP: 1,600
Treasure: Sellable Goods worth 1,625 gp.
- Weight: 50 lbs. Volume: 2 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |