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 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or 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.
Strong Build. The bear has advantage on saving throws against attacks that would push it or knock it prone.
Legendary Resistance (1/Day). If the boar fails a saving throw, it can choose to succeed instead.
Multiattack. The boar makes two attacks: one with its tusk and one with its bite.
Tusk. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) piercing damage.
The boar can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The boar regains spent legendary actions at the start of its turn.
Detect. The bear makes a Wisdom (Perception) check.
Tusk Attack. The boar makes a tusk attack.
Lair and Lair Actions
The Crystal Boar made its home in an ancient cavern high atop a plateau in the realm of Sunrise, a Feywild Domain of Delight. The plateau is lined with the bones of flying animals that were forced to land here by strong winds. The plateau has a small cave that is shaped like a giant boar's maw.
The crystal boar encountered in its lair has a challenge rating of 6 (2,300 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the boar can take a lair action to cause one of the following effects; the boar can’t use the same effect two rounds in a row:
- High winds sweep through the area. Each creature other than the boar must make a Strength Saving Throw (DC 9) or be knocked prone.
- A blizzard sweeps through the mountain top. Each creature must make a Constitution Saving Throw (DC 9) or be blinded until the end of their next turn. Creatures resistant to cold damage make this roll with advantage. Creatures immune to cold damage succeed automatically.
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