Trampling Charge. If the boar 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 21 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Relentless (Recharges after a Short or Long Rest). If the boar takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Vorpal Tusks. If the boar rolls a 20 on an attack roll with its gore attack against a creature with at least one head it cuts off one head. The creature dies if it cannot live without the head. If the head is too large to be cut off by this effect the creature takes an additional 12d6 slashing damage.
Multiattack. The boar makes one stomp and one gore attack.
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) piercing damage.
Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one prone creature. Hit: 35 (4d12 + 9) bludgeoning damage.
Description
Vorpal boars are corrupted beasts touched by the worst energies of the Fey Wild. Their senses are heightened and are in a constant state of bloodlust and hunger, with a preference for flesh. Alongside this the boar has naturally thicker hide and and its bones are reinforced like armor. The most dangerous thing about them is the fey energy that collects in their tusks and makes them hum and vibrate between realities. This focus of energy has turned the naturally deadly weapons into tools of decapitation, the boar subconsciously swinging the tusks to behead their prey.
It is said that a Vorpal Boar also carries a form of lycanthropy that it transmits to those that survive its attacks. These unfortunate souls do not turn into normal wereboars but are stuck in their full giant boar form and seek out the Vorpal Boar after their first turning. The longer a Vorpal Boar is allowed to live the larger its pack of transmuted boar minions.
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