Last week, I created an ice bear. Let's do the same to another creature, and create an ice boar.

Whenever I think of boars, my mind immediately jumps to the boars from Hayao Miyazaki's masterpiece Princess Mononoke. Those porcine antagonists were truly monstrous. How can we mimic them?

The boars weren't particularly frightening, but they were strong and single-minded, and they could easily trample enemies to death when charging.

So, I think the key here is to create a charge attack that, after its initial damage, does substantial damage if the target fails a Dexterity saving throw and can't leap out of the way of the boars' tusks and hooves. That's good, but let's add something besides damage. Let's knock the target prone, and allow the boar to optionally throw the target through the air 10 feet.

We want to encourage the boars to charge as a group if possible, so we'll add +2 to the attack roll if other nearby boars are charging this turn.

Ice boar art

But these are ice boars, so let's give them something themed to the cold. How about a frost aura? Any creature beginning its turn near one must make a Constitution save or take cold damage. We'll also give them a bite attack that deals piercing and cold damage.

Okay, that should put the fear of the Norse Gods in our players. Let's stat it up!

Stat block

Homebrewery stat block:


Ice Boar

Large beast, chaotic neutral


  • Armor Class 14 (natural)
  • Hit Points 120 (20d10 + 20)
  • Speed 25 ft.
    STR DEX CON INT WIS CHA
    16 (+3) 8 (-1) 19 (+4) 7 (-2) 6 (-2) 9 (-1)

  • Skills Perception +3
  • Damage Immunities cold
  • Condition Immunities frightened
  • Senses passive Perception 13
  • Challenge 4 (1,100 XP)

Cold Aura. Any creature starting its turn within 10 feet of the ice boar must make a DC 14 Constitution saving throw or take 7 (2d6) cold damage.

Rage of the Tribe. If another ice boar has also made a charge attack this turn and this ice boar makes a charge attack, add +2 to the attack bonus.

Actions

Charge. Melee Weapon Attack: +5 (+7 with rage of the tribe) to hit, reach 5 ft., one creature. Hit: 10 (1d8+6) bludgeoning damage, and the target must make a DC 14 Dexterity saving throw or take 15 (3d8+3) bludgeoning damage and be knocked prone. Optionally, on a failed save, the target is also thrown 10 feet.

Frost Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) piercing damage and 10 (3d6) cold damage.

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