| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +6 |
| DEX | 12 | +1 | +1 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 9 | −1 | −1 |
| CHA | 7 | −2 | −2 |
Bloodied Fury. The Boar has Advantage on melee attack rolls while it is Bloodied.
Legendary Resistance (1/Day). If the Boar fails a saving throw, it can choose to succeed instead.
Frightful Presence. Each creature that is within 60 feet of the Boar and aware of it must succeed on a DC 56 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, that creature is immune to the Boars Frightful Presence for the next 24 hours.
Multiattack. The Boar makes two tusk attacks.
Gore. Melee Attack Roll: +5, reach 10 ft. Hit: 18 (3d8 + 5) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 12 (3d8) Piercing damage and has the Prone condition.
Tusk. Melee Weapon Attack: +5, reach 10 ft., one target. Hit: 13 (2d8 + 5) Slashing damage.
Stomp. Melee Weapon Attack: +5, reach 10 ft., one target. Hit: 23 (3d10 + 5) Slashing damage.
Trample. The Donkey rears on it's hind legs and pushes down a chosen target. Saving Throw: DC 17 Constitution Saving Throw, reach 5 ft., one target. The donkey then trample over the fallen target if the target fails the saving throw. (2d10 + 5) bludgeoning damage. (Halved on a successful attempt where the target is not already prone.) Prone Condition applies afterward if not already.
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