Relentless (Recharges after a Short or Long Rest). If the corrupted boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Multiattack. The corrupted boar makes two melee attacks: one with its shadow tusks and one with its thunder hooves.
Shadow Tusks. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage.
Thunder Hooves. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) thunder damage.
Shadow Bolt (Recharge 6). The corrupted boar shoots a bolt of shadow at one creature it can see within 120 feet of it. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
SPECIAL:
Fear-Fueled Frenzy
The boars grow stronger when fear is present.
If a player or NPC fails a Wisdom Save (DC 14) from intimidation or fear effects, the boars gain +2 AC and deal extra necrotic damage (1d6) for one turn.
Description
The corrupted boar is a primal nature spirit that takes the form of a large boar, with shadow that wreathes along its tusks.
Lair and Lair Actions
Manifestation of Fear
Every odd round, a shadowy shape flickers in the jungle, causing an illusory terror to take hold.
All creatures in the area must make a Wisdom Save (DC 14).
On a failure, they see a terrifying hallucination and have disadvantage on attacks and ability checks until the end of their next turn.
Jack’s tribe is NOT immune. If they are affected, they fight more erratically, becoming unpredictable.
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