Large Monstrosity, Neutral Good
Armor Class 19 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft.
STR
18 (+4)
DEX
12 (+1)
CON
21 (+5)
INT
6 (-2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +8, WIS +5
Skills Animal Handling +6, Perception +5
Damage Resistances Poison
Condition Immunities Exhaustion
Senses Darkvision 60 ft., Passive Perception 12
Languages Druidic, Sylvan Understands but can't speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3

Charge. If the hog moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Compulsion of non-violence. Most creatures feel compelled not to attack the hog. Beasts are automatically caught under the aura and will never target the hog. Any creature that tries to attack the hog must make on a DC 16 Wisdom saving throw, becoming unable to attack the hog on a failed save. If a creature fails its Wisdom saving throw, the compulsion stays for as long as it stays in the hog’s forest. Fiends and undeads are immune to this effect.

Relentless (Recharges 5-6). If the hog takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Regeneration. The hog regains 10 hit points at the start of its turn. If the hog takes necrotic damage, this trait doesn't function at the start of the hog's next turn. The hog dies only if it starts its turn with 0 hit points and doesn't regenerate.

Innate Spellcasting. The hog's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: druidcraft, poison spray, animal friendshipplant growth

3/day each: entangle, fog cloud, pass without trace

Wave of Death. When the hog dies, every non-magical beasts and plants within 10 miles that was influenced during its growth by the hog dies with it. Every creature within 60 feet of the hog automatically takes a permanent -2 penalty to charisma and the creatures directly responsible for its death must make a DC 22 Charisma saving throw or else be afflicted by a horrible curse, giving them a permanent pair of charcoal-like blackened tusk.

Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 4) piercing damage.

 

Description

Everything that these beasts touch becomes fruitful, from the plants under their hooves to the bugs that bite them. Their droppings are extremely potent and can fuel a patch of forest with enough nutrients for a whole year. Every substance that they produce, from blood to snot, has similar properties. Plants, fungi and animals that feed on it get a growth surge and overall feel better.

Fruitful hog’s blood, ivory, meat and bones are extremely prized on the black market of every kingdom and empire. These products are most often found in illegal shops, since they are outlawed in most lands. Killing a fruitful hog, on top of being frowned upon, causes a wave of death in the surrounding area, usually killing every plant and every small animal in a radius of ten miles. It also sends a curse to anyone or anything that survives the wave of death.

Lair and Lair Actions

The mere touch of a fruitful hog is enough to bring life back to a withered plant, thus any forest hosting a fruitful hog is an incredibly lush and vibrant ecosystem. Trees rise to enormous heights, bearing fruits the size of a man's head, while a cornucopia of fern, bushes and over-sized flowers fills the undergrowth. Dire animals abounds, as do good-aligned fey that make it their duty to protect the hog and its forest.

Lair Actions

On initiative count 20 (losing initiative ties), the hog takes a lair action to cause one of the following effects; the hog can’t use the same effect two rounds in a row:

  • The hog cries for help, summoning beasts with a combined total CR of up to 4.
  • Fungi in a 30-foot-radius centered on a point the hog chooses release fumes of poisonous gas. Any hostile creature in the cloud when it appears must make on a DC 13 Constitution saving throw, falling asleep on a failed save,  or staying awake on a successful one. A creature that ends its turn in the cloud must make the saving throw.
  • Grasping vines come out of the trees, grappling any hostile creature within a 40-foot-radius of the hog. Any caught creature must make on a DC 13 Strength saving throw or become grappled and are then pulled against an adjacent tree.

Regional Effects

The forest containing a fruitful hog is enhanced by the creature's magical proprieties, which creates one or more of the following effects:

  • The forest within 10 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and immense.
  • All beasts within 1 mile of the lair are dire or giant version of their usual animal.
  • Awaken trees and shrubs are abundant within 10 miles of the lair, becoming bigger and more powerful closer to the lair.

If the fruitful hog dies, all plants and non-magical beasts within 10 mile instantly die. 

Monster Tags: monstrosity

Environment: Forest

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