Charge. If the Boss Hog moves at least 30 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 16 (2d8+6) slashing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Reckless. At the start of its turn, the Boss Hog can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Blood Frenzy. The Boss Hog has advantage on melee Attack rolls against any creature that doesn't have all its Hit Points.
Siege monster. The Boss Hog deals double damage to objects and structures.
Legendary Resistance (3/Day). If the Boss Hog fails a saving throw, it can choose to succeed instead.
Relentless (Recharges after a Short or Long Rest). If the Boss Hog takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Tusk. Melee Weapon Attack. +13 to hit, reach 10 ft., one target. Hit: 30 (4d10+6) slashing damage.
The Boss Hog can take 3 Legendary Actions, choosing from the options below. Only one legendary Action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Attack. The Boss Hog makes one Tusk Attack.
Detect. The Boss Hog makes a Wisdom (Perception) Check.
Deafening Squeal. The Boss Hog lets out a horrifying, deafening squeal. Each creature within 100 feet must succeed on a DC 16 wisdom saving throw or be deafened and have disadvantage on attacks for 1 minute. Creatures who fail can repeat the save on each of their turns.
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