Medium Fiend, Typically Neutral Evil
Armor Class 13 (natural armor)
Hit Points 11 (3d8 + 3)
Speed 40 ft.
STR
13 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
3 (-4)
WIS
9 (-1)
CHA
5 (-3)
Damage Resistances Cold, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages can not speak, but understands infernal
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Charge. If the barbed 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 7 (2d6) 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 barbed boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Barbed Hide. At the start of each of its turns, the barbed boar deals 5 (1d10) piercing damage to any creature grappling it.

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

Actions

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

Hurl Flame. Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Description

One of the many examples of fiendish counterparts to the animals of the prime material plane, these Boars are referred to as "Barbed Boars" or "Barbed Devil Boars" the traits that they share with the Barbed Devil.

Monster Tags: Misc CreatureDevil

Scarletsteam

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