Dire Boar: Difference between revisions

From Epic Path
Jump to navigation Jump to search
m (Text replacement - " <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->" to " <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->")
No edit summary
Line 42: Line 42:
   <!-- Values: Y or leave blank -->
   <!-- Values: Y or leave blank -->


| Pattern1 =  
| Pattern1 = Agile_Creature
| Pattern2 =  
| Pattern2 =  



Revision as of 23:24, 23 January 2021

Dire Boar (CR 8)

Neutral - Large - Animal (Agile)
Lore: Know (Nature)
15 31
Basic DC Full DC
Initiative
Initiative Icon 2.png
14
Perception:
27 +17
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
25
Man Def
Shield Icon 3.png
24
Monster Health
148 74 7
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +9
Refl: +7
Will: +7

Strong Against:

  • (Agile Creature) Immune (no effect): Flat-Footed condition, and any condition or effect that would prevent them from performing a 5-Foot Step.
  • (Agile Creature) An Agile Creature may perform a Move Action during a surprise round, even if surprised (in addition to the usual Standard Action if they are not surprised).
Weak Against:

Offense

Size: Large
10 ft. 5 ft.
Space Reach
To-Hit
+15
Sword Icon 3.png
Man Off
+12
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Bite +15 (2d8+4/19-20 x2)
    as crushing (physical, common)

Full Attack (Melee):

  • 3x Bite +15 (2d8+4/19-20 x2)
    as crushing (physical, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

27
STR
19
DEX
17
CON
2
INT
13
WIS
8
CHA

Skills:

Languages:

Feats:

Special Abilities

Ferocity (Su)

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)

When using a charge maneuver, the dire boar may roll its Goring Charge damage rather than its Bite damage.

  • Goring Charge +15 (2d8+8/19-20 x2) as piercing (physical, common) damage.

Incredible Avoidance (Ex; Agile Creature Pattern) Always On

Any time an Agile Creature succeeds on a Reflex saving throw, where succeeding would inflict a lesser effect, they instead take no effect.

Flickering Step (Ex; Agile Creature Pattern) Standard Action 1/Enc

Once per encounter, an Agile Creature may make a full attack action as a standard action and take a five-foot step either before or after every attack it makes. As part of Flickering Step, it may choose one of its attacks and make it one additional time. This may be used with either melee or ranged attacks. It may never take more than six five-foot steps by using Flickering Step. This may exceed its normal maximum movement (such as if it is Slowed).

Dire Boar

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.
Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.

This creature seems extremely quick with its hands, and highly capable.

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

Rewards

XP: 4,800

Treasure: Sellable Goods worth 3,875 gp.

Weight: 80 lbs.     Volume: 3.2 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)