Free interactive D&D 5e SRD stat block

Giant Boar

Large Beast, CR 2, AC 13, 42 HP. Unaligned.

Large Beast, Unaligned

AC
13
Initiative
+0 (10)
HP
42 (5d10+15)
Speed
40 ft.
ScoreModSave
STR 17 +3 +5
DEX 10 +0 +0
CON 16 +3 +3
INT 2 -4 -4
WIS 7 -2 -2
CHA 5 -3 -3
Senses
Passive Perception 8
Languages
None
CR
2 (XP 450; PB +2)

How to run Giant Boar

A giant boar is a furious freight train with tusks, and it works best as a wilderness encounter that the party didn't pick. It's a beast, Int 2, and it doesn't ambush so much as it gets surprised in its own clearing and decides everyone in front of it is the problem. Use it as a single solo encounter for a low-level party, or run a sounder of three or four for a mid-level one.

The stat block is sparse: AC 13, 42 HP, 40 ft. walk, no listed actions in this entry. Run it as a Charge-and-Gore beast. Move the full 40 ft. in a straight line at the squishiest target on the board, treat the impact as a melee attack at +5 for roughly 11 damage on hit (2d6+3 tusk), and if you want a save layer, add the classic boar rider: a target hit by a charge of at least 20 ft. makes a DC 13 Strength save or falls Prone. With Str 17 and Wis 7 it commits fully and rarely changes target mid-rampage. Once a PC is down, it goes for the next thing that moves loudly.

Panic triggers are simple. At Bloodied (21 HP) the boar starts looking for a way out, and torches in its face or thunder damage send it crashing back into the brush. It will not chase the party uphill, into water, or through fire. If it has young nearby, all of this reverses: it dies first.

Stage the boar by sound. Have the party hear something heavy snapping branches for two rounds before they see it, then have it explode out of the treeline already mid-charge. Beasts are about velocity, not surprise rounds.

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

How to use this page

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