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Boarticulture: Brutes of the Swine (Part 3 of 3)

Boarticulture: Brutes of the Swine (Part 3 of 3)

Sleeping hogwoodMost adventurers know the sound of a wild boar rustling through the underbrush. But when the boar turn out to be the underbrush, very few are prepared for the surprise.

[previously]

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These huge porcine creatures are often thought to be only a rumor. They have never been sighted outside of the fey realms, where they spend most of their time basking in sunny clearings. They resemble mossy mounds covered with pine shrubs and small trees when at rest. It is rare to find more than one hogwood together, but they have been known to associate with family colonies of porky pines or to serve as guardians for powerful fey…

Hogwood (Level 12 Elite Brute)

Huge natural animate (plant); XP 1400
Initiative +8; Perception +11; low-light vision
HP 298; Bloodied 149
AC 26, Fortitude 27, Reflex 22, Will 24
Speed 5 (forestwalk)
Resist 10 radiant; Vulnerable 10 fire (see ashcoat)
Saving Throws +2; Action Points 1

TRAITS
Forest Camouflage
When in terrain that consists mostly of trees, underbrush, plants, or natural growth, the hogwood gains a +5 bonus on Stealth and can hide with any cover or concealment.

Light Feeding (healing)
If the hogwood begins its turn in an area of bright light, it regains 10 hp.

STANDARD ACTIONS
[M] Tree Tusk • At-Will
Attack: Melee 2 (one creature); +17 vs. AC.
Hit: 3d8 + 12 damage, and the target is pushed 2 squares and knocked prone.

[m] Pig-Headed Rush • Recharge 5, 6
Effect: The hogwood moves up to twice its speed and can move through enemies’ spaces during the move. The hogwood cannot end its movement in a space occupied by a creature. Each time the hogwood enters an enemy’s space for the first time during the move, it makes the following attack against that enemy.
Attack: Melee 0; +15 vs. Reflex.
Hit: 2d8 + 8 damage, and the enemy falls prone.
Effect: At the end of this movement, the hogwood makes a melee basic attack as a free action.

MOVE ACTION
[a] Razorbark • Recharge 6
Attack: Area burst 2 within 10 (all creatures in burst); +17 vs. AC.
Hit: 2d6 + 6 damage, and the target takes ongoing 5 (save ends).

TRIGGERED ACTIONS
[c] Ashcoat (poison) • At-Will
Trigger: The hogwood takes fire damage.
Attack (Immediate Reaction): Close burst 2 (non-plant creatures in burst); +15 vs. Fortitude.
Hit: 3d6 + 8 poison damage, and the target takes a −2 penalty on attack rolls (save ends).

Resurgence • Encounter
Trigger: The hogwood first becomes bloodied during an encounter.
Effect (Immediate Reaction): All powers or abilities of the hogwood are recharged.

MINOR ACTIONS
Light Step • At-Will
Requirement: The hogwood must be in bright light.
Effect: The hogwood shifts 1 square.

Skills Endurance +15, Stealth +11
Str 22 (+13)         Dex 11 (+6)         WIs 16 (+9)
Con 19 (+10)       Int 8 (+5)              Cha 7 (+4)
Alignment unaligned     Languages none

Hogwoods in Combat

Once provoked, a hogwood can decimate unprepared foes with its varied attacks. A hogwood does not hold back and uses its most powerful attacks at first opportunity. It actively seeks out any foe who deals fire damage, and it attempts to destroy that enemy first if it is able to do so, making use of its light step to avoid unwanted combat.

4 thoughts on “Boarticulture: Brutes of the Swine (Part 3 of 3)”

  1. Hope everyone enjoyed these. I know I had fun coming up with the concept and attacks, and tried to keep it effective but still humorous.

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