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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 11 (+0) 12 (+1) 4 (-3) 9 (-1) 5 (-3) 13 (+1) 11 (+0) 12 (+1) 4 (-3) 9 (-1) 5 (-3)
Earth Scenting. The pig has advantage on Wisdom Earth Scenting. The boar has advantage on Wisdom
(Perception) checks that rely on smell. It can sense (Perception) checks that rely on smell. It can sense
the type, number, and direction of underground the type, number, and direction of underground
plants and animals within 25 feet of it. plants and animals within 25 feet of it.
Ploughing Charge. If the boar moves at least 20 feet
Actions in a straight line, it may move through the space of
Distracting Nudge. Melee Weapon Attack: +0 to hit, any Medium or smaller creature.
reach 5 ft., one target. Hit: The target subtracts 1d4 A creature whose space the boar enters in this way
from the next Dexterity or Wisdom saving throw it must succeed on a DC 11 Dexterity saving throw
makes before the beginning of the pig's next turn. or be knocked prone, or move to the nearest
unoccupied space on a success.
Actions
Tusks. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) slashing damage. A
prone creature takes an additonal 3 (1d6) piercing
damage.
Reactions
Foaming Defiance. When the boar would be reduced
to 0 hit points, it can make a DC 10 Constitution
saving throw. On a success, the boar is instead
reduced to 1 hit point.
If triggered by piercing damage or a critical hit, this
saving throw is made with disadvantage.
Trufflesnout
Jason Kang
Grand Old Boar Giant Boar
Large beast, unaligned Huge beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 4 (-3) 7 (-2) 5 (-3) 21 (+5) 10 (+0) 18 (+4) 4 (-3) 7 (-2) 5 (-3)
Earth Scenting. The boar has advantage on Wisdom Earth Scenting. The boar has advantage on Wisdom
(Perception) checks that rely on smell. It can sense (Perception) checks that rely on smell. It can sense
the type, number, and direction of underground the type, number, and direction of underground
plants and animals within 25 feet of it. plants and animals within 25 feet of it.
Ploughing Charge. If the boar moves at least 20 feet Ploughing Charge. If the boar moves at least 20 feet
in a straight line, it may move through the space of in a straight line, it may move through the space of
any Large or smaller creature. any huge or smaller creature.
A creature whose space the boar enters in this way A creature whose space the boar enters in this way
must succeed on a DC 13 Dexterity saving throw must succeed on a DC 16 Dexterity saving throw
or be knocked prone, or move to the nearest or be knocked prone, or move to the nearest
unoccupied space on a success. unoccupied space on a success.
Actions Actions
Tusks. Melee Weapon Attack: +5 to hit, reach 5 ft., Multiattack. The boar makes two attacks, one of
one target. Hit: 10 (2d6 + 3) slashing damage. A which may be with its Trample.
prone creature takes an additonal 7 (2d6) piercing
damage. Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 15 (3d6 + 5) slashing damage and
Rooting Rush (Recharge 6). The boar moves up to the target is pushed 5 feet away.
half its speed, dragging its tusks through the Trample. Melee Weapon Attack: +8 to hit, reach 5
ground, then flings them forward, spraying earth in ft., one prone creature. Hit: 27 (4d10 + 5)
a 15 foot cone. bludgeoning damage.
Each creature in the area must succeed on a DC 16 Rooting Rush (Recharge 5-6). The boar moves up to
Strength saving throw or take 10 (3d6) half its speed, dragging its tusks through the
bludgeoning damage and be knocked prone, or take ground, then flings them forward, spraying earth in
half as much damage on a success. a 15 foot cone.
The ground that the boar passes over with this Each creature in the area must succeed on a DC 16
movement becomes difficult terrain. Strength saving throw or take 21 (6d6)
bludgeoning damage and be knocked prone, or take
Reactions half as much damage on a success.
Foaming Defiance. When the boar would be reduced The ground that the boar passes over with this
to 0 hit points, it can make a DC 10 Constitution movement becomes difficult terrain.
saving throw. On a success, the boar is instead
reduced to 1 hit point. Reactions
If triggered by piercing damage or a critical hit, this Foaming Defiance. When the boar would be reduced
saving throw is made with disadvantage. to 0 hit points, it can make a DC 10 Constitution
saving throw. On a success, the boar is instead
reduced to 1 hit point.
If triggered by piercing damage or a critical hit, this
saving throw is made with disadvantage.
Coal-Eyed Moch, Beast Legendary Resistances (3/Day). If Moch fails a saving
throw, he can choose to succeed instead.
of the Heartcleft
Huge beast, unaligned Actions
Multiattack. Moch makes three attacks, one of which
Armor Class 18 (Natural Armor) may be with his Trample.
Hit Points 161 (14d12 + 70)
Speed 50 ft. Whiteiron Tusks. Melee Weapon Attack: +11 to hit,
reach 10 ft., one target. Hit: 19 (4d6 + 5) slashing
damage and the target is pushed 10 feet away.
STR DEX CON INT WIS CHA
Trample. Melee Weapon Attack: +11 to hit, reach 5 ft.,
21 (+5) 10 (+0) 21 (+5) 11 (+0) 17 (+3) 19 (+4) one prone creature. Hit: 27 (4d10 + 5) bludgeoning
damage.
Saving Throws STR +9, DEX +4, WIS +7
Skills Nature +7, Perception +9, Survival +7 Reactions
Damage Resistances Bludgeoning, Slashing
Sprouting Wake. When a creature enters an area of
Condition Immunities Charmed, Frightened
difficult terrain created by his Rooting Rush, Moch can
Senses Blindsight 60 ft., Passive Perception 19
magically cause a growth of ensnaring vines to sprout.
Languages Common, Sylvan
Challenge 20 (25,000 XP) The creature must succeed on a DC 18 Strength saving
throw or be restrained (escape DC 18) until the end of
Ploughing Charge. If Moch moves at least 20 feet in a Moch's next turn.
straight line, he may move through the space of any
huge or smaller creature. Foaming Defiance. When he would be reduced to 0 hit
points or killed, Moch can make a DC 10 Constitution
A creature whose space the boar enters in this way saving throw. On a success, he is instead reduced to 1
must succeed on a DC 17 Dexterity saving throw or be hit point.
knocked prone, or move to the nearest unoccupied If it is triggered by piercing damage or a critical hit, this
space on a success. saving throw is made with disadvantage.
Bristle Armor. If Moch takes 20 or more fire damage
from a single source, he loses his resistance to Legendary Actions
Bludgeoning and Slashing damage until he completes a Moch can take 3 legendary actions, choosing from the
Short or Long rest. options below.
A Worthy Trophy. When Moch is killed, each hostile
creature within 60 feet must make DC 15 Wisdom Catch Breath. Moch gains 9 (2d8) temporary hit points
saving throw. On a failed save, a creature feels and regains his reaction.
compelled to claim primary responsibility for the kill, Sharpen Tusks. Moch sharpens his lower tusks against
and regards each other creature that failed this save as his upper tusks. The next attack Moch makes with his
hostile for the next hour, or until only one among them tusks scores a critical on a 15-20.
remains conscious.
Rooting Rush (Costs 2 Actions). Moch moves up to half
Rage that Sears the Leaves (Mythic Trait, recharges after a his speed, dragging his tusks through the ground, then
Short or Long rest). When Moch is reduced to 0 hit flings them forward, spraying earth in a 15 foot cone.
points, he doesn't die or fall unconscious. Instead, he
Each creature in the area must succeed on a DC 17
resets to 161 hit points and crackling lightning begins
Strength saving throw or take 21 (6d6) bludgeoning
to spill from his mouth. For the next hour, a creature
damage and be knocked prone, or take half as much
that starts its turn within 5 feet of him takes 5 (1d10)
damage on a success.
lightning damage.
The ground that Moch passes over with this movement
becomes difficult terrain.
Art Credits You Found the Free Books!
Flinthoof Boar by Erica Yang
Trufflesnout by Jason Kang
Bisk, Goblin King by Rae Elderidge