Furious Charge. If the boar horror moves at least 30 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. Any creature caught in the line of the charge must succeed on a DC 13 Strength saving throw or be knocked prone and take 4 (1d6) bludgeoning damage.
Relentless (Recharges after a Short or Long Rest). If the boar horror takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Multiattack. The wereboar makes two attacks with it's tusks.
Tusks. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereboar lycanthropy.
Panicked Bellow (recharge 5-6). The boar horror targets all creatures within 30 feet of it. If the target can hear the boar horror, it must succeed on a DC 11 Wisdom saving throw or become frightened until the end of the boar horror's next turn. If the target fails the saving throw by 5 or more, it is also afflicted with a minor madness. A target that succeeds on the saving throw is immune to the Panicked Bellow of all boar horrors for the next 24 hours.
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