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Giant Boar

Large Beast, unaligned

CR 2

450 XP

AC: 12 (natural armor)
HP: 42 (5d10+15)
Speed: walk 40 ft.
Senses: passive Perception 8
Languages:
STR
17
+3
DEX
10
+0
CON
16
+3
INT
2
-4
WIS
7
-2
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 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest)

If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Quick Reference

Challenge: CR 2
Type: Beast
Size: Large
Alignment: unaligned
Best for a party of 4 at level 2-3

Running This Encounter

The Giant Boar is a straightforward but dangerous threat that excels in hit-and-run tactics across open terrain. Its high speed (40 ft.) and gore attack make it a mobile predator that can close distance quickly and deal respectable damage. Use terrain features like dense vegetation or rocky outcrops to create interesting movement opportunities, allowing the boar to charge from unexpected angles. The creature's relatively low AC and moderate HP mean it won't survive prolonged combat, so encounters work best when the boar has an escape route or reinforcements nearby.

Combat Tactics

The Giant Boar charges immediately at the nearest enemy, using its Tusk attack as a primary weapon and relying on its Tusk's relatively high damage output (2d12+4) to eliminate threats quickly. It prioritizes prey that appears weak or isolated, and will attempt to knock enemies prone with its charge attack to disable them. The boar fights until reduced to half HP, then attempts to flee toward its lair or into dense terrain where it can break line of sight.

Environment & Setting

Giant Boars thrive in forests, woodlands, and marshes where thick vegetation provides cover and multiple escape routes. They are equally at home in hilly badlands or agricultural areas where they can use terrain elevation for charging downhill attacks.