Charge. If the Boarkin moves at least 15 feet straight toward a target and then hits it with its tusks 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 Boarkin takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Multiattack. The Boarkin makes two attacks, only one of which can be with its tusks.
Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Tusks. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Description
Wretched, feral and cursed, the beastborn are a blight upon any land they inhabit. Ravenous raiders, ruthless marauders, and unrepentant killers, they are thought to have once been westermen and elves who were cursed by an ancient and evil spirit to plague and ravage the lands they once called home. They exist in only the deepest and remote places of the wilderness in unreachable hovels, sallying out in hordes to prey upon anyone and anything that gets in their way before slipping back into the wilds ahead of any real retribution. Beastborn come in many varieties, but do not live in exclusive bands, mingling in their filthy and putrid lairs in a manner similar to the inhabitants of the cities of the westermen. The most common varieties of beastborn are hybrids of human-like features twisted with the features of rats, wolves, coyotes, bears, goats, weasels, bulls, boar & elk.
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