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## Legendary Beasts In the time before adventurers and kingdoms, great beasts roamed the realms. Most were forgotten to history. The question we must ask ourselves is... Why have they returned? **Stubborn.** The Legendary Baors of the Ro'Ahnti Lowlands survive and thrive through their bravery and stubbornness. Their unwillingness to back down from a confrontation and the might of their fury has led to most creatures (aside from adventurers) gving them a wide birth. **Big Boned.** The bones and tusks of legendary boar are profoundly dense and carry great momentum. With the proper skills and tools, they can be crafted into usable objets. two handed and versatile weapons carved from the tusks of a legendary boar are known to hit with extra impact, dealing an additional damage die and potentially knocking their target off their feet. *All art and monster design by* **Cinder Blocksally** **Twitter** [@Cinderblocksal](https://twitter.com/CinderBlocksal) **Instagram** [@CinderBlocksally](https://www.instagram.com/cinderblocksally/) **Reddit**: [/r/monstrousanonymous](https://www.reddit.com/r/MonstrousAnonymous/)
___ ___ > ## Legendary Boar >*Huge beast, unaligned* > ___ > - **Armor Class** 17 (Natural Armor) > - **Hit Points** 187 (15d12 + 90) > - **Speed** 45 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|13 (+1)|22 (+6)|3 (-4)|14 (+2)|5 (-3)| >___ > - **Saving Throws** Dex +6, Con +11, Wis +7 > - **Skills** Perception +7, Intimidation +2 > - **Damage Resistances** nonmamgical blugeoning, piercing, and slashing damage. > - **Damage Immunities** poison > - **Senses** Darkvision 120 ft., passive Perception 17 > - **Languages** — > - **Challenge** 16 (15,000 xp) > ___ > > ***Charge.*** If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 14 (4d6) slashing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. > >***Blood Fury.*** When the boar drops below half its total hit points, it gains the following features: > - If the boar is charmed or frightened, the effects immediately end and the boar gains immunity to those conditions. > - The boar's Charge feature triggers on all tusk attacks regardless of its movement. > - As a bonus action, the boar can move up to its speed toward a hostile creature that it can see. > > ***Relentless (Recharges on a short or long rest).*** If the boar takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. > > ### Actions > ***Multiattack.*** The boar makes three tusk attacks and one kick attack. > > ***Tusks.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 14 (1d12 + 8) slashing damage. > > ***Kick.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft. one target. *Hit:* 19 (2d10 + 8) bludgeoning damage and the target must succeed on a DC 18 strength saving throw or be pushed back 10 feet. > > ### Legendary Actions >The boar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The boar regains spent legendary actions at the start of its turn. > >**Frenzied Strikes (Costs 2 Actions)** The boar lashes out in all directions. Each creature within 5 ft. of it must succeed on a DC 18 Dexterity saving throw or take 26 (4d12) slashing damage. > >**Unrelenting.** The boar recharges its Relentless ability. > >**Tusk.** The boar makes a tusk attack.