Dire Boar

Dire Boar
Level 6 (+4)
"I don’t care what you say, McRuffles is a fine name for a Dire Boar! So what if he’s taciturn, violent, impulsive, and cranky all the time! He’s still my friend!"
——Rangdol, Dwarven Ranger
A Dire Boar can grow to roughly 8 feet long and weigh up to 2,000 lbs. These much larger, primal variants of common boars are extremely fierce and territorial, often attacking intruders without provocation. When not being bothered, they are relatively peaceful and spend much of their time rooting through their environment for vegetation they can consume. They will eat meat if necessary, but prefer vegetables. A Dire Boar always chooses to charge and gore an enemy with its large, sharp tusks, knocking it down and eviscerating it before it can stand.
Awareness
17
Senses
Low-Light Vision, Scent
Initiative
16/1d8
Hitpoints: 54
Healing Value: 10
Resilience: +4
Morale
1
AC
17/20
Touch
15
Fort
18
Reflex
15
Will
15
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
23 / 27
DEX
10 / 14
CON
17 / 21
INT
3 / 4
WIS
12 / 13
CHA
8 / 9
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+10 vs AC (ArN 4)
Stabbing Snout
1d8 + 8 (avg 13) Piercing damage
Melee Reach 5ft • One creature
The Dire Boar jabs its snout forward agressively, driving its tusks into its target.
1d8 + 8 (avg 13) Piercing damage
Grapple +12
Special Attacks (3 AP)
+10 vs AC (ArN 4)
Gore  [Charge] • Advanced
4d8 + 8 (avg 26) Piercing damage
Melee Reach 5ft • One Creature
The Boar charges forward with violent intent, skewering its target.
+8 vs Reflex
Flatten  • Advanced
4d8 + 13 (avg 31) Bludgeoning damage
Melee Reach 5ft • One Prone creature
The Boar moves up to its Skirmish speed, making an attack on a Prone target of medium size or smaller within its path.
+12 vs Grapple
Impale [1 AP]  • Advanced
4d8 + 8 (avg 26) Piercing damage
Melee Reach 5ft • Once Creature
The bore strikes with its tusks, then shakes its head from side to side ripping its opponent's flesh. On a hit, the target suffers ongoing 20 Bleed damage every 10 segments [SE, ST 4d10 vs CON].
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
35 ft
Sprint
60 ft
Overland Movement
40 mi/day
Qualities
  • Superior Scent: Gain the ability to utilize the Scent skill.
  • Natural Armor: AC +2/+5 (inc)
  • Animal Instincts: Animals do not suffer penalties to their Initiative Score, Awareness, or Sensory Skills due to their low intelligence. (inc)
Skills: Escape R1 (+2), Stealth R3 (+2), Listen R2 (+4), Spot R3 (+6), Scent R2 (+4), Coercion R2 (+6), Bravery R4 (+9)
Feats: Fast Initiative, Heavy Hitter
Philosophies: Rank 1 Mental, Rank 4 Physical
Combat Training: Melee 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +2, Brawn: +17
Equipment: None
Charm
-1
Coercion
+6
Deception
-1
Manipulation
-1
Persuasion
0
Aloofness
-1
Bravery
+9
Intuition
0
Tolerance
-1
Suspicion
0
Social
Composure: -
Languages: None
Motives: Find food, protect territory
Prejudices: