Brutal Tusks: Its tusks are overgrown and twisted into brutal weapons. The boar’s tusk attacks deal an additional 1d8 damage and count as magical for the purposes of overcoming resistance.
Corrupting Charge (Recharge 5-6): When the boar charges, its tusks pulse with bright orange energy. If the boar moves at least 20 feet straight toward a target and hits with a tusk attack, the target must succeed on a DC 15 Constitution saving throw or take 10 (3d6) additional necrotic damage and be knocked prone.
Tusk Attack (Melee Weapon Attack):
+7 to hit, reach 10 ft., one target.
Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) necrotic damage.
Stampede (Recharge 6):
The boar charges in a 30-foot line. Each creature in the line must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that fail are also knocked prone.
Aggressive: The corrupted boar can move up to its speed toward a hostile creature that it can see as a bonus action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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