Charge. If the Crazy Hog moves at least 20 feet straight toward a target and then hits it with a tusk attack (only when not via multiattack) on the same turn, the target takes an extra 4 (1d8) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone, and be pushed 20 ft. back. If there is no space for the target to be further pushed back, they take 1d6 bludgeoning damage for every 5 ft. not accounted for.
Crazy. This hog is friggin' CRAZY.
Hogged Up To Chunk. Some Crazy Hog attacks inflict the hogged up to chunk status effect. When you are hogged up to chunk, you become unpredictable and wild, suffering the following effects:
- If you take the same type of action on your current turn as you did on your last one, you take 2d4 psychic damage.
- You must move at least 15 ft. every turn, and you cannot step in a space you have been in already on that turn. If you are unable to move 15 ft., you gain one level of exhaustion.
Phase 1 (when 280 < hp < 350). Crazy Hog always begins at phase one, where it has the appearance of a regular hog. While in this phase, the hog can make tusk, bite, and piledriver attacks.
Immutable Craft. Any art that the Crazy Hog has made in its spare time is both immutable, and cannot be judged. Judging it will magically make you a criminal in every city.
Phase 2 (when 150 < hp < 280). The Crazy Hog falls to the ground, as if exhausted, and about to breath its last breath, but then it whips out dual Desert Eagles, stands up on its hind legs, and strikes a defensive pose. While in this phase, the hog can make tusk, bite, piledriver, desert eagle, and whirlwind strike attacks.
Phase 3 (when 0 < hp < 150). The Crazy Hog gets knocked back, and rolls over - belly up - dead. Then, suddenly, the belly of the Crazy Hog starts swelling, until it explodes, and hundreds of smaller versions of Crazy Hog shoot out, and and then climb on top of each other, forming a giant Crazy Hog made of smaller ᶜʳᵃᶻʸ ᴴᵒᵍˢ. When in this phase, the crazy hog can make Hog Slam attacks, Hog Beam attacks, and any attacks provided by Hoggaturgy.
Phase 4. The Crazy Hog dies and disintegrates. That is, until five minutes pass, and six necromantic cultists wearing purple robes and brass boar masks come out, and start chanting an ancient tune in a circular formation. A storm begins to brew above, and rumbles emanate from deep underground. A portal opens in the center of the cultist formation, and the Crazy Hog ascends from the portal, now with glowing cyan eyes, and a face that's half a skull. It also now wears a tattered silk cape, and a menacing platinum crown. The portal then closes, and the battle resumes. The Crazy Hog's HP refills to 100, and activates its Hoggish Aura. When the Hoggish Aura is active, the Crazy Hog has an AC of 21, and is resistant to all damage types. The Hoggish Aura is only broken when all of the Hoggly Cultists are killed, which all have the stats of a Cult Fanatic. When a Hoggly Cultist dies, they explode in a 5 ft. radius with arcane energy, and a bolt of light zips towards the Crazy Hog's Hoggish Aura, noticeably disrupting it. Each creature in the blast radius must succeed a DC 15 Dexterity saving throw, or take 8(2d8) radiant damage, and become Hogged up to Chunk for two rounds.
Multiattack (phase 1, 2). The Crazy Hog makes one tusk attack, and one bite attack.
Multiattack (phase 2). The Crazy Hog makes two Desert Eagle attacks.
Multiattack (phase 3, only with Hog Fists). The Crazy Hog makes two Hog Slam attacks.
Tusk (phase 1, 2). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) slashing damage.
Bite(phase 1, 2). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 3) piercing damage.
Piledriver (phase 1, 2). The Crazy Hog zips up to a target within 30 ft. of it, and attempts to perform a piledriver on it. The target must succeed a DC 16 Strength saving throw, or take 20 (3d10 + 5) bludgeoning damage, and become paralyzed for one turn. The Crazy Hog then ends the attack 5 ft. from that target, and their movement speed becomes 0 ft. for the rest of the turn.
Desert Eagle(phase 2). Ranged Weapon Attack: +6 to hit, range 60/300 ft., one target. Hit: 30 (8d6 + 5) piercing damage.
Whirlwind Strike (phase 2). The Crazy Hog spins wildly and pistol whips all surrounding creatures. All creatures within 5 ft. of the Crazy Hog must succeed a DC 15 Dexterity saving throw, or take 18 (4d6 + 6) bludgeoning damage, and become deafened for 1 round.
Hog Slam (phase 3). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 40 (5d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Hog Beam (phase 3). The Crazy Hog spews forth a beam of small hogs 5 ft. wide, and 25 ft. long. All creatures in the beam must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 20 (2d10 + 10) bludgeoning damage, and becomes hogged up to chunk for 1d4 rounds. On a successful save, the creature takes half as much damage.
Sweeping Strike (only with Hog Greatsword). The Crazy Hog makes a sweeping attack with its greatsword. All creatures within a 15 ft. radius semicircle in front of the Crazy Hog must make a Dexterity saving throw, taking 28 (5d8+8) slashing damage on a failed save, or half as much on a successful one.
Hog Pound (only with Hog Ball). Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 31 (4d12 + 7) bludgeoning damage. If the target is a creature, they are immediately knocked prone. All creatures within a 15 ft. radius of the target must succeed a DC 16 Strength saving throw, or also become knocked prone.
Cancer Ray (phase 4). The Crazy Hog shoots a beam of pure cancer to any creature it can see within a range of: who cares if it can see it it can get cancer ray'd. The cancer ray can last as many rounds as the Crazy Hog wants, the spell is only broken if there is an obstruction between the Crazy Hog and the target. This obstruction must completely block the target from view of the Crazy Hog, and can't be wielded by a creature (so a large enough pillar would work, but not a shield for example). For the first round that the cancer ray is active, only 2 (1d4) cancer damage, and has their speed reduced to half for the rest of the duration of the cancer ray. Every creature takes cancer damage, except for undead, which are immune, and blue whales, which are resistant. Every subsequent turn that the target is damaged by cancer rays, they take 18 (3d8 + 6) cancer damage.
Discombobulate (phase 4). The Crazy Hog targets a creature within 15 ft. of it, absolutely gonking the splunch out of their brain. Just straight up putting fog in their head. The target creature must succeed a DC 17 Charisma saving throw, or take 18 (1d12 + 12) psychic damage.
Blot out the Sun (phase 4, recharge 6). The Crazy Hog summons thousands upon thousands of arrows to fly over the horizon and down upon its enemies. In a 500 ft. wide square centered on itself, arrows begin raining down on the next turn, dealing an automatic 20 piercing damage to all creatures in the area, unless they are under cover. This arrow rain lasts two rounds. The Crazy Hog is also hurt by this attack if not under cover, or protected by it's Hoggish Aura.
Summon Armadillo (phase 4, recharge 5-6). The Crazy Hog summons an Armadillo to help fight for it in a spot it can see within 25 ft. of it. The armadillo has the stats of a purple worm, but has only 50 hp, and an AC of 16.
Hoggaturgy (phase 3). The Crazy Hog Golem can reshape into new forms to be wielding different weapons. By default, the Crazy hog has no special hog weapon, but can swap using this as a bonus action. Choose from these three choices:
- Hog Fists. Default, allows Crazy Hog to make two Hog Slams as a multiattack.
- Hog Greatsword. Hogs pile up to form a greatsword that the Crazy Hog Golem wields, allowing it to make the Sweeping Strike attack.
- Hog Ball. Some of the hogs begin linking with each other, forming a giant hog ball and chain. Allows the Crazy Hog to make Hog Pound attacks.
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