Free interactive D&D 5e SRD stat block

Boar

Medium Beast, CR 1/4, AC 11, 13 HP. Unaligned.

Medium Beast, Unaligned

AC
11
Initiative
+0 (10)
HP
13 (2d8+4)
Speed
40 ft.
ScoreModSave
STR 13 +1 +1
DEX 11 +0 +0
CON 14 +2 +2
INT 2 -4 -4
WIS 9 -1 -1
CHA 5 -3 -3
Senses
Passive Perception 9
Languages
None
CR
1/4 (XP 50; PB +2)

How to run Boar

A boar is a wilderness encounter that punishes parties who treat the woods like a hallway. With 13 HP and AC 11, one boar dies fast against a level 1 party, but it's a beast with no actions block in the SRD, so what makes it dangerous is the fiction around it. Boars are territorial, they don't care about wounds, and they charge anything between them and the piglets. Run them in pairs or sounders of three to five and they become a real fight.

Open with a charge from cover. The boar's walk speed is 40 ft., which is faster than a PC in heavy armor, and Passive Perception 9 means it doesn't notice the party until they're close, so the surprise can cut both ways. Whoever is on the path or between the herd and the brush gets rushed first. The animal is not strategic. It picks the nearest moving thing and runs at it. If a PC drops, the boar will keep mauling them on the ground rather than turn to a fresh target, which is bad news for downed party members at low levels.

Boars don't retreat from a fight they entered, but they do disengage if the party clearly threatens the young. Have a sow break off if the party moves toward the piglets, and let the others follow. This gives the table a clean exit that isn't just a slog to the last hit point. If the party kills the lot, leave a survivor in the underbrush. A wounded boar tracking the party for half a session is more memorable than the encounter that produced it.

Treat boars as a setting tile, not a fight. They tell the players the wilderness has its own rules.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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