Medium Humanoid, Chaotic Neutral
Armor Class 16 Natural Armor
Hit Points 36 (5d8 + 10)
Speed 30 ft., Swim 20 ft.
STR
16 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
7 (-2)
WIS
9 (-1)
CHA
10 (+0)
Saving Throws STR +5, CON +5
Skills Athletics +5
Senses Darkvision, Passive Perception 14
Languages Common, Draconic, Orc, Primordial Boarish, Draconic, Orcish, and Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Amphibious. Can breathe air or in water.

Superior Olfactory. Boarinorc has advantage on all ability checks relating to scent or smell.

Dark Vision: Boarinorc can see in low light as if it were daylight, and pitch black up to 60 feet as if it were overcast.

Actions

Multi-attack: Boarinorc can make 2 claw attacks and 1 bite or shortsword attack. Boarinorc can also use its gore attack but it will forfeit all other attacks that turn.

Shortsword:  Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 5) [slashing] damage. 

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 3) [piercing] damage

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5(1d4 + 2) [slashing]  damage

Charge and Gore: If Boarinorc moves 15 ft. in one direction it can use its charge and gore attack. Dex 16 save on success player takes half damage. on a fail player takes 2d10 + 8 piercing damage and is knocked prone.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Boarinorc resembles a boar mixed with a monitor. They are a bipedal humanoid. Boarinorc live in small communities. They are superb hunters, relying on their superior sense of smell to stalk their prey.

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.

Habitat: CoastalDesertForestSwamp

MandoFett90

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