Cursed Giant Boar

Family: Cursed Animals

Large beast, chaotic evil

Armor Class 14 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft.

18 (+4) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)

Skills Perception +0
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 10
Challenge 4 (1,100 XP)
Proficiency Bonus +2


  • Charge. If the boar moves at least 20 feet 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 14 Strength saving throw or be knocked prone.
  • Raging Beast. On its turn, the boar always moves toward and attacks the last creature that has damaged it, even if doing so means disregarding more vulnerable targets or provoking opportunity attacks from nearby enemies. If the boar can’t see such a target within 40 feet, it attacks the nearest creature instead.
  • Relentless (1/Day). If the boar takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.


  • Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage and, if the target is a creature, it suffers a lingering wound that causes it to take 3 (1d6) necrotic damage at the start of each of its turns. Each time the boar hits the wounded target with this attack, the damage dealt by the wound increases by 3 (1d6). The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom (Medicine) check.
  • Spew Gall (Recharge 6). The boar vomits bile in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 16 (3d10) necrotic damage, and it can’t regain hit points for 1 minute. On a success, a creature takes half as much damage with no additional effects.


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 7 (1d6 + 4) piercing damage and the target must succeed on a DC 13 Constitution saving throw or suffer one level of exhaustion.


  • Cursed Spores. When the boar takes damage, it releases a cloud of cursed spores. Each creature within 5 feet of the boar must roll a d4 and subtract the number rolled from the next attack roll, ability check, or saving throw it makes before the end of the boar’s next turn.


Some curses are so horrible that they afflict not only the creature that is at the heart of it but take root in the entire land, spreading to even the wildlife and innocent animals in an area. Cursed beasts are the pitiful result of such curses.

A curse can manifest in numerous ways in a beast, but it almost always involves agonizing pain and results in unnatural and aggressive behavior. Often, a curse will greatly increases the beast’s physical prowess and give it various abilities related to the curse making a pack of cursed wolves or a cursed boar much more dangerous than their unspoiled kin.

While cursed beasts are, luckily, a rare phenomena, most scribes believe that their accursed state can be cured as one would cure a curse on any other creature.

However, due to the powerful nature of these kinds of curses, a simple spell will usually do little help to bring a beast back to its normal state, providing temporary relief at best, until the curse is ended at its root.

Druids often seek out and at tempt to cure cursed beasts, seeing’t heir existence as an affront to nature.

Section 15: Copyright Notice

Milando's Guide to Magical Marvels. Copyright 2022. Eventyr Games.

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