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 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 25 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Crystal Bound. The bear can not betray the bearer of it's crystal powers, thus is immune to effects that would allow it to attack or interact differently towards Crystals Druids or Crystal Soldiers.
Crystal Power. Magical power that comes from crystals forming unnaturally on the body of the host. This power can vary based on what plane it comes from. (This can be changed up to the DM's requirements)
Multiattack. The giant boar makes two attacks with it's Tusks.
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3 slashing damage and 1d8 cold damage.
Crystal Knife. (Recharge 7-8) Bonus Action. The tusks now explode with icy shards. Each creature within 5 feet of the giant boar that is in front of it must make a Dexterity saving throw of 17 or take 2d6 cold damage, or half as much on a success.
Crystal Wave Skewer. (Recharge 8). The giant boar releases crystal-like water that forces its way through its enemies. Each creature in a 10 foot wide by 30 foot long line must make a Dexterity saving throw 15. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half the damage and isn't knocked prone.
Crystal Armor (Recharges after a Short or Long Rest). When targeted by a melee attack, the giant boar can harden its body to resist the attack and increase it's AC by 5 until the end of it's next turn.
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