Boar: Difference between revisions

From Epic Path
Jump to navigation Jump to search
m (Text replacement - " <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. --> <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft....)
m (Text replacement - "Distracted conditon" to "Distracted condition")
 
(One intermediate revision by one other user not shown)
Line 286: Line 286:


| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
Line 322: Line 322:


| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
Line 358: Line 358:


| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
Line 394: Line 394:


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
Line 439: Line 439:


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
Line 1,326: Line 1,326:
         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         is given the "Swarm" role. It replaces the default "Personal Space Issues" power  
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
         the Distracted conditon when they damage a foe (or it grants an area of affect  
         the Distracted condition when they damage a foe (or it grants an area of affect  
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         ranged attack if it is a troop). Leave this blank if you want the "Personal Space
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  
         Issues" or "Darken the Sky" power to appear when this monster is designated as a  

Latest revision as of 22:49, 10 May 2021

Boar (CR 2)

Neutral - Medium - Animal
Lore: Know (Nature)
4 19
Basic DC Full DC
Initiative
Initiative Icon 2.png
6
Perception:
18 +8
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
16
Man Def
Shield Icon 3.png
16
Monster Health
45 22 3
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +4
Refl: +5
Will: +0

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+4
Sword Icon 3.png
Man Off
+5
Sword Icon 3.png
Action
0
Points
  • Maneuver Offense Notes: +2 on Overruns

Standard Attack (Melee):

  • 1x Goring Tusks +4 (1d10/x2)
    as piercing (physical, common)

Full Attack (Melee):

  • 2x Goring Tusks +4 (1d10/x2)
    as piercing (physical, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

17
STR
10
DEX
17
CON
2
INT
13
WIS
8
CHA

Skills:

Languages:

Feats:

Special Abilities

Ferocity (Su) Auto Upon Death

A 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, then it dies immediately at the end of its turn.

Goring Charge (Ex) Automatic with Charge Maneuver

When charging, a boar gains a +2 bonus to to-hit and damage with its attack. Boars never take an AC penalty for charging.

Boar

Boar

Wild pigs, Boars are far more dangerous than their seemingly innocuous background would suggest. Boars are cranky, foul-tempered, widespread and reproduce at a stunning pace. Boars can become a menace in only a year or two, rooting up crops, ruining forests through aggressive foraging, and attacking people who enter 'their' territory.

Boars are extremely omnivorous and will eat practically anything. Boars spend most of their time rooting around, much as domestic pigs do. They are quite territorial and will viciously attack anything that approaches them while they are in 'their' space.

Boars grow up to 8 feet long and weigh as much as 1,000 pounds.

Combat Tactics

Boars will attempt to charge during battle to use their Goring Charge ability as often as possible. If hemmed in, they will resort to full attacks and will fight even past death, due to their Ferocity ability.

Out of Combat

Boars are scavengers and opportunists, capable of digesting nearly anything. They breed quickly, and are a terrible blight when they come across farmland, as they can destroy nearly an acre of crops in a single night.

Rewards

XP: 600

Treasure: Sellable Goods worth 500 gp.

Weight: 20 lbs.     Volume: 0.8 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)