Medium Beast, Neutral Good
Armor Class 11 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR
13 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
14 (+2)
CHA
5 (-3)
Damage Resistances Radiant
Senses Passive Perception 9
Languages Celestial (can understand but not speak) --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Divine Blessing. The boar can cast Light and Thaumaturgy at will, and can cast Guiding Bolt once per short or long rest.

Actions

Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Description

The divine can touch beasts a number of ways. Whether they are celestial spirits in beastial forms, creatures that have spent too long in a unicorn’s forest, or any other way, when celestial forces influence a creature, that creature is changed. Common effects include the creature becoming peaceful and kind, a faint glow around them or their colors becoming more vibrant and occasionally symbols of the diety who blessed them appearing on them.

Templates are extra abilities and visuals that can be added to monsters. These templates are intended for creatures of beast level intelligence, as sentient creatures can take class levels. This does not stop you from applying these templates to anything or anyone though. To apply the template, either roll for abilities or pick them from the list below. All Celestial Template creatures can understand Celestial, and gain resistance to radiant damage.

1)Divine Blessing-The creature gains the magic initiate: cleric feat and it’s wisdom becomes 14 if it is not higher. This makes the spell DC 12, with +4 to hit. Their CR is used as their Caster Level for these spells.

2)Calming Presence-The creature is permanently under the effects of the Sanctuary spell. The creature must make a DC 12+CR WIS save on direct attack, missing on a failure.

3)Healing Touch- 3 times per day, the creature can cast Cure Wounds as a first level spell.

4)Blinding Light- all creatures within 20 feet must succeed as DC 12+CR CON check or be blinded for 1d4 rounds. Success halves the duration.

5)Smite-The creature gains the paladin’s divine smite feature, allowing it to deal an extra 2d8 damage on a hit.  Recharge 6

6)Radiant Strikes-All attacks add 1d6 radiant damage on hit

 

Monster Tags: Misc Creature

Habitat: ForestGrasslandHill

RogerPellicano

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