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 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Relentless (Recharges after a Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
Description
*Created as a Find Steed Warhorse Replacement for my Dwarf. Combined Warhorse (CR 1/2), Giant Boar (CR 2), and Worg (CR 1/2). Warhorse is the go-to Find Steed animal, while a Worg is the mount of choice for Goblins. Here's a summary of how I combined the three creatures:
Balance Changes:
- Decreased hit points from 42 to 30 (still the most HP of the 3).
- Increased Strength by 1 to match Warhorse.
- Nerfed extra Charge damage by 1d6.
- Kept other stats in line with Giant Boar (lowest of the 3, besides Con).
I felt this struck a good balance between the three creatures. It's AC is in the middle of the two. It has the most HP, but the slowest speed. It's tankier than the other two because of it's Relentless feature, but much slower and a little less damaging than the Warhorse. I tried not to nerf it too hard, because then the Warhorse becomes the clear winner again.
I thought about removing Relentless, but it seemed balanced and competitive against the Worg/Warhorse's better senses, keen hearing on the Worg, faster speeds, bonus Hooves attack on the horse, and better stats in general.
I also thought about boosting the AC to 13 to match the Worg, but I think being in the middle makes it balanced. There's no clear winner, and each has distinct flavor. The fast/trampling Warhorse, the stalking/hunting Worg, and the stout/relentless Battle Boar.