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Boar

Medium Beast, unaligned

CR 1/4

50 XP

AC: 11 (natural armor)
HP: 11 (2d8+2)
Speed: walk 40 ft.
Senses: passive Perception 9
Languages:
STR
13
+1
DEX
11
+0
CON
12
+1
INT
2
-4
WIS
9
-1
CHA
5
-3

Special Abilities

Charge

If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest)

If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Quick Reference

Challenge: CR 1/4
Type: Beast
Size: Medium
Alignment: unaligned
Best for party of 4 at level 1-2

Running This Encounter

Boars are aggressive and territorial creatures that charge at threats with little regard for their own safety. Use their relatively low AC and hit points to provide a quick, brutal encounter that emphasizes their ferocity over tactical complexity. Position multiple boars to surround the party or force them into difficult terrain. Their charge ability makes them dangerous despite their small size, rewarding players who use control spells or ranged attacks effectively.

Combat Tactics

Boars charge immediately at the nearest target, using their tusks to deal respectable damage. They fight to the death unless severely wounded, never fleeing combat. Use standing charges to close distance quickly and disrupt spellcasters.

Environment & Setting

Dense forests, swamps, and rocky badlands where boars naturally roam and root for food. Rough terrain and dense undergrowth provide natural cover and limit party mobility.