Gargantuan Beast, Chaotic Neutral
Armor Class 23 Natural Armor
Hit Points 492 (24d20 + 240)
Speed 80 ft.
STR
30 (+10)
DEX
12 (+1)
CON
30 (+10)
INT
10 (+0)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws STR +18, CON +18
Skills Intimidation +9, Survival +9
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Poisoned
Senses Darkvision 90 ft., Tremorsense 30 ft., Passive Perception 15
Languages Common, Elvish, Giant Elk, Sylvan, Telepathy 90 ft., Terran
Challenge 27 (105,000 XP)
Proficiency Bonus +8
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 14 (4d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

Innate Spellcasting. The boar’s innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: erupting earth, mold earth, primal savagery, thorn whip

3/day each: spike growth (no concentration), wrath of nature

1/day: wall of thorns

Keen Smell. The boar has advantage on Wisdom (Perception) checks that rely on smell.

Legendary Resistance (3/Day). If the boar fails a saving throw, it can choose to succeed instead.

Relentless Regeneration. The boar regains 20 hit points at the start of its turn. If the boar takes psychic damage or 10 bludgeoning, piercing or slashing damage from a single attack, it regains only 7 (2d6) hit points at the start of its next turn. The boar dies only if it starts its turn with 0 hit points and has taken 20 acid, necrotic, psychic, bludgeoning, piercing or slashing damage from a single attack.

Speak with Beasts. The boar can communicate with beasts as if they shared a language.

Titan's Stability. The boar can only become prone if it wishes to be.

Actions

Multiattack. The boar makes two attacks with its tusks.

Tusk. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage. The target must make a DC 26 Strength saving throw, as a writhing mass of thorny vines appears at the point of impact. On a failed save, the target is restrained by the vines until the end of the boars next turn. If a creature restrained by the vines makes an attack roll, casts a spell requiring material or somatic components, or makes a Dexterity saving throw, it takes 7 (2d6) piercing damage.

A creature restrained by the vines or one that can touch the creature can use its action to make a DC 17 Strength check. On a success, the creature takes 7 (2d6) piercing damage and is no longer restrained. If a creature restrained by the vines is subjected to 10 fire damage from a single attack, the creature takes 7 (2d6) fire damage and is no longer restrained.

Legendary Actions

The boar can take 3 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.

At-Will Spell. The boar casts one of its at-will spells.

Move. The boar moves up to its speed.

Tusks. The boar makes a tusks attack.

Charge (Costs 3 Actions). The boar moves up to its speed and makes a tusks attack.

Description

Colossal boars reach lengths of sixty feet and heights of thirty-five feet. They have massive tusks, which they use to both root around in the dirt with and to dismember their foes. Almost all colossal boars are coated in mud and dirt, many of which have plants growing out of them, some older colossal boars even end up draped in ivy.

Colossal boars spend most of their time foraging for food, because unlike most colossal beasts they still need to eat some food and drink some water. They also need to sleep, but infrequently. While they are not particularly territorial, they will not accept being anything less than the mightiest creature in their territory. Creatures that do submit to the boar, or admit that the boar is the mightiest creature (at least in the area), are welcomed by the boar and are treated almost like a member of the boar's family. However, when creatures do not submit, a fight will almost certainly ensue, as the boar seeks to prove that it is the mightiest creature. Such bouts, almost always go in the boar's favor — as most creatures do not have the power to bring it down, and it is not that uncommon for the challenger to be killed if they do no back down or surrender.

However, most of the creatures that a colossal boar encounters either recognize its power or know of its disposition. Curiously, colossal boars do submit to colossal elks, in fact it could be said that these boars revere colossal elks. Colossal boars, that live in the vicinity of a colossal elk, will let the plants on them grow larger, than they would otherwise, and they are more caring towards the creatures in its domain; as if it is trying to please the colossal elk (though they aren't that good at it).

While a colossal boar will spare most creatures and let them live in its domain, colossal boars hatred for undead, leaves undead with little hope for grace. The source of this hatred is the fact that undead will never submit. It is not uncommon to see the remnants of undead strewn across a colossal boars territory. In addition, while for the most part these boars will stick to their territory, if a colossal boar spots an undead creature that could prove to be strong the boar may leave its territory to take on this undead interloper (this is more common in boars that live near an area that colossal elk frequent).

Lair and Lair Actions

A Colossal Boar's Lair

A Colossal Boar's lair/territory typically consists of massive patches of upturned earth and mud — where the boar forages, separated by foliage, most of which either have thorns, or have thorny vines and plants growing on and around them.

Lair Actions

On initiative count 20 (losing initiative ties), the boar takes a lair action to cause one of the following effects; the boar can’t use the same effect two rounds in a row:

  • The boar casts the spike growth spell. The boar doesn't need to concentrate on the spell, which ends on initiative count 20 of the next round.
  • The boar casts the earthbind spell on up to four creatures. The boar needn’t see the creature, but it must be aware that the individual is in the lair. Nor does the boar need to concentrate on the spells, which end on initiative count 20 of the next round.
  • The boar casts the mold earth spell.
  • The boar causes a thorny vine to sprout from an area on the ground which it can see. The vine then lashes out at a creature within 20 feet of it. The creature must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 7 (2d6) piercing damage, is restrained and pulled 20 feet toward the vine. On a successful save, the creature takes half as much damage and is grappled.

Regional Effects

Creatures in the territory of the Colossal Boar are affected by its magic, which creates the following effects:

  • Creatures that have submitted to the boar's authority, gain advantage on Constitution checks and saving throws while within the boar's territory, the boar can suppress this affect on a creature (no action required).
  • Creatures that have submitted to the boar's authority, gain 30 temporary hit points when they finish a short or long rest while within the boar's territory.
  • Creatures that have submitted to the boar's authority, can also pass through nonmagical plants, within the boar's territory, without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
  • A creature that spends at least two days in the boars territory, without ever truly submitting to it, must make a DC 15 Wisdom saving throw. On a failed save the creature gains the following flaw: "I must be the strongest creature around, and everyone else must submit to me" until the creature truly submits to the boar or until it spends a number of days outside of the boars territory equal to the number of days it spent in the boar's territory.

If the boar dies, these effects end at the next dawn.

Habitat: ForestGrasslandHill

Yellow_Gorilla

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