Huge Fey, Chaotic Neutral
Armor Class 14 (natural armor)
Hit Points 230 (20d12 + 100)
Speed 60 ft.
STR
21 (+5)
DEX
11 (+0)
CON
21 (+5)
INT
10 (+0)
WIS
19 (+4)
CHA
10 (+0)
Saving Throws STR +9, CON +9, CHA +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Passive Perception 23
Languages Druidic, Primordial, Sylvan, Telepathy 120 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Fire Aura. At the start of each of the boar's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the boar or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Flame Charge. If the boar 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 14 (4d6) slashing damage plus 10 (3d6) fire damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. If it is a creature or a flammable object, it also ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The boar sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Innate Spellcasting. The boar's innate spellcasting ability is Wisdom (spell save DC 16). The boar can innately cast the following spells, requiring no components:

At will: burning handscontrol flamespyrokinesis (new)pyrotechnics
1/day each: heat wave (new)immolation

Magic Resistance. The boar has advantage on saving throws against spells and other magical effects.

Magic Weapons. The boar's weapon attacks are magical.

Relentless (Recharge 5–6). If the boar takes 25 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Water Susceptibility. For every 5 feet the boar moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Wildfire Wake. When the boar moves across the ground on its turn, it leave an area of flames in its path that lasts until the end of its next turn. When a creature enters the fire area for the first time on a turn or starts its turn within the area, it takes 10 (3d6) fire damage. The area ignites any flammable objects in the area that aren't being worn or carried.

Actions

Tusk. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 10 (3d6) fire damage.

Description

When flames race across forests or grasslands as great wildfires, some say the hooves of the Wildfire Boar can be seen stamped into the ground amind the flames. The Wildfire Boar is an incarnation of these flames, and its burning realm within the Spirit World is always moving, traveling along with the Boar itself as it roams slowly across the Spirit World's green places.

The Boar is territorial and impossible to constrain by words or promises. It seeks champions that won't get in its way or stop it from spreading its flames, but to prove oneself before the Boar, one must be strong enough to first stop its charging advance and drive it backwards.

Primal Spirit Avatars

The wilderness in all its many forms — tundra, forest, desert, and other biomes — is not without awareness or agency. The land itself gives birth to mighty spirits, fey and elementals that are so ancient that they are largely forgotten except by the oldest in the multiverse. These primal spirits are all connected to a form of land, taking the shape of a plant or animal from their domains.

Though they are composed of powerful magic, these mighty spirits struggle to physically leave their ancient realms in some of the oldest parts of the Feywild: the savage wilds called the Spirit World. If their domains on the Material Plane are threatened, they project a weak reflection of their true nature, an avatar, to defend the land. These avatars take little effort for a primal spirit to control, and the spirit is not harmed if the avatar is slain.

Incarnations of Ancient Titans. The primal spirits are ancient beings that traversed the Feywild and the Material Plane when the world was young and the land was still forming. The spirits are each representations of the lands themselves. The majority of these spirits keep their ancient, true names a secret, though some are known by nicknames they have adopted for the benefit of mortals, such as Coyote or Greatmother Oak. Those nicknames have been used so often that they are now applied to any coyote or any oak tree, instead of merely the primal spirit, and the original names of these animals and plants have been lost.

Druids Serve as Champions. Primal spirits often require the aid of druids and archdruids to help defend their lands against despoilers. Druids can be trusted to act more swiftly and in more places than a spirit could possibly manage from their realm in the Feywild. Arch-druids can wield powerful enough magic to summon an avatar of the spirit without effort from the spirit itself, but primal spirits trust very few with this privilege. They entreat carefully with archdruids and only select their favorite among them as a champion who can conjure their avatar to aid both their goals.

Hatred for Despoilers. The spirits of nature despise those that would despoil nature in any of its forms. Not all forms of consumption earn the spirits' ire: the spirits themselves are often predator or prey, and understand that survival often means destruction. They despise the reckless and sometimes gleeful destruction of nature that has nothing to do with survival and too much to do with mortal flaws such as greed, pride, or ambition. This is what the spirits consider to be "despoiling."

Primal Nature. A primal spirit avatar doesn't require air, food, drink, or sleep.

Monster Tags: fey

Habitat: ForestGrassland

BenevolentEvil

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