Small Monstrosity (Goblinoid), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 22 (5d6 + 5)
Speed 25 ft.
STR
12 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Skills Stealth +0
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire
Senses Darkvision 120 ft., Passive Perception 14
Languages Common, Goblin
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Pig-nosed. Darkness doesn’t impede the Boar-Goblin vision. Its keen sense of smell gives the Boar-Goblin complete knowledge of its surroundings.

Limited Spines. The devil has twelve spines running down its back. Used spines regrow by the time the devil finishes a long rest.

Magic Resistance. The Boar-Goblin has advantage on saving throws against spells and other magical effects.

Chaaaaarge!!!. If the Boar-Goblin moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Boar-Goblin can make one Gore attack against it as a bonus action.

Actions

Multiattack. The devil makes two attacks: one with its bite and one with its fork or two with its tail spines.

Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (3d4) piercing damage.

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

Back Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.

Monster Tags: Goblinoid

thcidiot

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