Legendary Resistance (3/day). If Aengus fails a save, he can choose to pass it instead.
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 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Roar. Each creature that is within 120 feet of Aengus and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Aengus’ Frightful Presence for the next 24 hours.
Yellow Night. After receiving damage from a melee attack, roll a d4. 1 will be north, and so on. If the number is in the direction opposite of the attacker, nothing happens. If the dice roll direction is in any of the other 3 cardinal directions, Aengus' infection will spread and any living creature must make a dexterity save or retracts the Yellow Night.
Pack Leader (1 action). Aengus can command a nearby boar to make one attack.
Lunge (1 action). Aengus can move up to half its movement speed.
Tusk (2 action). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
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