Corrupted Resilience.
When the Corrupted Boar drops to 0 hit points, it makes a Constitution saving throw (DC 10 + the damage dealt). On a success, it regains 10 hit points and immediately shifts into the Subdimension for 1 round before returning to the Material Plane.
Dual Existence (Subdimension Shift).
When the Corrupted Boar is in danger or near death, it can briefly shift between the Material Plane and the Subdimension. Any creature attacking the Boar when it shifts must succeed on a DC 12 Wisdom saving throw or become momentarily disoriented, giving the Boar advantage on its next attack.
Tusk Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Subdimensional Charge (Recharge 5-6).
The Corrupted Boar shifts halfway into the Subdimension and charges in a straight line for up to 30 feet. Any creature in the line must succeed on a DC 12 Dexterity saving throw or take 2d8 slashing damage and become stunned for 1 round. The Boar remains in the Subdimension for 1 turn after using this ability, during which it can’t be targeted by creatures on the Material Plane, but it can still be seen as a flickering shadow.
Enter the description for how bonus actions work for your monster here.
Flickering Evasion.
When the Corrupted Boar is targeted by an attack that it can see, it can momentarily flicker into the Subdimension, giving attackers disadvantage on their attack roll. After using this reaction, it immediately returns to the Material Plane.
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.
Description
Enter a general description for your monster here.
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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