Grimm Detection. Grimm can sense negative emotions out of a range of 1 mile. Up to pinpoint accuracy within 60ft. A hidden humanoid within 60ft must make a DC 10 wisdom saving throw while in combat in order to avoid detection.
Rolling Charge. If the Boarbatusk 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 (1d6) Bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Tusk: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8) slashing damage.
Charge roll. Ranged Weapon Attack: +5 to hit, range 15 to 90 ft., 1 target. Hit: 15 (3d6 + 6) Bludgeoning damage.
Unrolled Defense. Lose a +4 bonus to AC .
Defense Ball. The Boarbatusk rolls into a ball, gaining a +4 bonus to AC until it emerges. It can emerge from its ball shape as a bonus action on its turn.
Description
The Boarbatusk has four eyes and a bone-like mask that seems to be strapped to its face by a black vein-like organic tether. It has a series of plates along its back and on its thighs, and two extra sets of tusks, including two large curving tusks. However, their underside is comparatively under-protected and vulnerable, with little to no body armor or shielding.
Previous Versions
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8/13/2024 7:08:51 AM
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