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Great Boar

by Jamie Baty

GAZ12, RC 162
Large Animal
Hit Dice: 10d8+50 (95 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armour Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +7/+21
Attack: Gore +16 melee (2d8 +10)
Full Attack: Gore +16 melee (2d8 +10)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Ferocity, powerful charge
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +7, Will +7
Abilities: Str 31, Dex 11, Con 21, Int 2, Wis 14, Cha 9
Skills: Listen +11, Spot +10
Feats: Alertness, Endurance, Iron Will, Run
Environment: Temperate forests
Organisation: Solitary, or Team (2-5)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -

These rare boars are huge and terrifying. Great boars are larger, stronger, heavier and more foul-tempered than the dire boar, making them very dangerous to even experienced hunters. They are most often found in "lost world" areas and are occasionally used as mounts by the leaders of barbaric tribes.

Great boars charge their foes, ripping at them with their razor-sharp tusks.

Ferocity (Ex): A great boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Powerful Charge (Ex): When a great boar makes a charge, its attack deals triple damage instead of the normal double damage. Other benefits and hazards of a charge remain unchanged.

Scent (Ex): This special quality allows a great boar to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Carrying Capacity: A great boar can carry 1836 lbs as a light load, 1837 to 3672 lbs as a medium load and 3673 to 5520 lbs as a heavy load.