Dire Boar: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 5
[[Category:CR 5]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:Dire_Boar_1.png|384px|right|xx]]
| MonsterName = Dire Boar
== Dire Boar (CR 5) ==
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.  
| Image = Dire_Boar_1.png
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.
| Role =
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


=== GENERAL ===
| Description = 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.
'''CR''' 5  '''Hit Dice''' 7


'''XP''' 1,600
: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.


N, Large, Monstrous Beast
:Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.


'''Init''' +3; '''Senses''' Low-Light Vision 40 ft, Scent, Perception +8
| Alignment = Neutral
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


=== DEFENSE ===
| Size = Large
'''AC''' 21, '''touch''' 14, '''flat-footed''' 18 (+4 armor, +3 dex, +3 natural, +1 deflection)
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''hp''' 65
| Type = Animal
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


'''Fort''' +8, '''Ref''' +4, '''Will''' +6
| Subtype =
  <!--If any-->


'''Aura:''' -
| NudgeInit =
  <!--CR 5 INITIATIVE = +3 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''SR:''' -
| Senses = [[Low-Light Vision]] 120 ft., [[Scent]] 50 ft.
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->


'''Special Defenses:''' Ferocity
| NudgePerception = 4
  <!--CR 5 PERCEPTION = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Immunities:''' -
| NudgeAC =
  <!--CR 5 AC = 21 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Weaknesses:''' -
| NudgeTouchAC =
  <!--CR 5 TOUCH AC = 14 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


=== OFFENSE ===
| NudgeFFAC =  
'''Speed''' 40 ft.
  <!--CR 5 FLAT-FOOTED AC = 18 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Space / Reach:'''  10 ft. / 5 ft.
| NudgeHitPoints =
  <!--CR 5 HIT POINTS = 65 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Single Melee''' Bite +10 (1d8+6/x2)


'''Full Melee''' 2x Bite +10 (1d8+6/x2)
<!--  SAVING THROWS  -->


'''Ranged''' -
| Fort = S
| Refl =
| Will =
  <!--CR 5 STRONG SAVE = +8; WEAK SAVE = +4 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Special Attacks''' Goring Charge
| NudgeFort =
| NudgeRefl =
| NudgeWill = 2
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Action Points''' 0
| SR =
  <!--Values: Y (for Yes), or leave blank-->


=== STATISTICS ===
| NudgeSR =  
'''Str''' 27, '''Dex''' 10, '''Con''' 17, '''Int''' 2, '''Wis''' 13, '''Cha''' 8
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Base Atk''' +5; '''CMB''' +9; '''CMD''' 19
| SpecialDefenses =
  <!--Put any DR or ER values here-->


'''Feats''' -
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Skills''' Perception +12, +22 with Scent
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


'''Languages''' -
| MoveTypes = Walk 40 ft.
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->


=== SPECIAL ABILITIES ===
| NudgeReach = -1
; Ferocity (Su)
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
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.  Dire boars also get a +2 to attack and damage rolls when charging if they decide not to use their Goring Charge attack. 


Attack:


Goring Charge +12 (3d6+2/19-20x2)
<!--  GENERAL ATTACK INFORMATION  -->


=== TREASURE ===
| MeleeOrNatural = Melee
sell value of approximately 1,375 gp
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


=== COMBAT TACTICS ===
| MultipliedDamageType =  
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.
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


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.
| IgnoreSecondary =
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster doesn't have one (e.g. swarms)-->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Bite
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
 
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
 
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 5 PRIMARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 5 PRIMARY NATURAL DAMAGE = 1d8+6 -->
  <!--CR 5 PRIMARY MELEE DAMAGE = 1d8+6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 5 SECONDARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 5 SECONDARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 5 TERTIARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 5 TERTIARY NATURAL DAMAGE = 1d8+6 -->
  <!--CR 5 TERTIARY MELEE DAMAGE = 1d8+6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 5 QUATERNARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 5 QUATERNARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 5 RANGED TO-HIT = +10 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 5 RANGED DAMAGE = 1d8+6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 27
| Dex = 10
| Con = 17
| Int = 2
| Wis = 13
| Cha = 8
 
| NudgeCMB =
  <!--CR 5 CMB = +9 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 5 CMD = 19 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 =
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 5 SKILLS = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages =
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Ferocity
 
| Ability-1-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = 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.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special1SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special1StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Goring Charge
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = When using a charge maneuver, the dire boar may roll its Goring Charge damage rather than its Bite damage.
 
::* '''Goring Charge''' +{{#var:Special2ToHit}}  ({{#var:Special2StandardDmg}}/19-20x2)
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special2SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special2StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility2ToHit = 2
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage = hi
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name =
 
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special3SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special3StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special4SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special4StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special5SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special5StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special6SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special6StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special7SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special7StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special8SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special8StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special9SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special9StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = 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  -->
 
| OutOfCombat =
 
 
}}

Revision as of 17:28, 6 July 2016

Dire Boar (CR 5)

Neutral - Large - Animal
Lore: Know (Nature)
10 25
Basic DC Full DC
Initiative
Initiative Icon 2.png
8
Perception:
22 +12
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
21
Man Def
Shield Icon 3.png
20
Monster Health
71 35 7
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +8
Refl: +3
Will: +5

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 5 ft.
Space Reach
To-Hit
+8
Sword Icon 3.png
Man Off
+8
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Bite +8 (1d8+4/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Bite +8 (1d8+4/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

27
STR
10
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 + (/19-20x2)
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.

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: 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)