tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) piercing damage.
Reinforced head ram. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 19 (2d12 + 4) bludgeoning damage. description: boar charges at target. the target must make dc 13 str check. if the target fails it will take full damage and be knocked prone. if the target succeeds it will take half damage and be knocked back 10 feet.
tusk ram. Melee Weapon Attack: +6 to hit, reach 5 ft., 5 targets. Hit: 15 (2d10 + 4) piercing & bludgeoning damage.
Enter the description for how bonus actions work for your monster here.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Relentless (Recharges after a Short or Long Rest): If the boar takes 7 damage or less that would reduce it to 0 hp, it is reduced to 1 hit point instead.
stout and sturdy: These boars can be used as mounts by small & medium creatures. Also has an advantage on saving throws to resist falling prone.
Bred for battle: Boar has an advantage on saving throws to resist being frightened.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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