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30-50 Feral Hogs 30-50 Feral Hogs

Gargantuan swarm of medium beasts, unaligned

Descending on hapless rural farmers and their children


Armor Class 11 (natural armor)
in a matter of minutes, feral hogs nearly always remain in Hit Points 112 (9d20 + 18)
groups of 30-50 individuals and are notorious for resist- Speed 30 ft.
ing most conventional forms of weaponry.
Occasionally found in small numbers in the wild, feral STR DEX CON INT WIS CHA
hogs instinctively cluster together, drawing more numbers 15 (+2) 11 (+0) 12 (+2) 2 (–4) 9 (–1) 5 (–3)
into their fold until they reach a certain threshold. Once
a group of feral hogs is large enough, they are driven by Damage Vulnerabilities piercing
their nature to seek out farms, rural villages, and young Damage Resistances bludgeoning, slashing
humanoids to terrorize. Most consider that the hogs do so Condition Immunities charmed, frightened, grappled, paralyzed,
petrified, prone, restrained, stunned
in search of food, but others believe these clusterings of
Senses passive Perception 9
feral hogs to be under the influence of an ancient curse, Languages —
perhaps woven by spiteful hags or druids against those Challenge 5 (1,800 XP)
who would settle on their lands.
In most lands they are found in, feral hogs are an inva- Charge. If the swarm moves at least 20 ft. straight toward a
sive species, lacking any natural predators and existing target and then hits it with a slam attack on the same turn, the
outside the natural order. Druids in these lands some- target takes an extra 9 (2d8) damage. If the target is a crea-
times attempt to cull feral hogs before they become a ture, it must succeed on a DC 13 Strength saving throw or be
knocked prone.
dreaded group of 30-50, but usually have limited success.
Though unintelligent, feral hogs are wily, drawing upon Run. The swarm can take the Dash action as a bonus action on
the strength of their numbers to persistently survive, no each of its turns.
matter what weapons are turned against them.
Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening large
enough for a Small humanoid. The swarm can’t regain hit
points or gain temporary hit points.

Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
36 (8d8 + 2) bludgeoning damage, or 20 (4d8 + 2) bludgeoning
damage if the swarm has half of its hit points or fewer.

A rt
by
K hius

@WalrockHomebrew

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