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Barbed Tusker

Huge beast, unaligned
Armor Class 14 (Studded Leather, Natural hide)
Hit Points 93 10d12+28
Speed 45ft

STR
24 +7
DEX
10 0
CON
19 +4
INT
5 -3
WIS
9 -1
CHA
6 -2

Saving Throws DC 16
Senses Darkvision 20ft Passive Perception
Languages -
Challenge 4


Trampling Charge: If the Barbed Tusker moves at least 20 ft. straight toward a creature and then hits it with a gore Attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Barbed Tusker can make one stomp Attack against it as a Bonus Action.


Actions

Gore: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (5d6 + 9) piercing damage and the target must make a DC 16 Con saving throw or be poisoned for 2 hours. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: (4d10 + 9) bludgeoning damage.


 

Barbed Tuskers resemble Elephants, although their skin is closer to reddish brown than grey. Their tusks are covered in poisonous barbs, hence their name. The Apex Predator of the hills they called home, in recent years Barbed Tusker babies have been kidnapped from their Mothers and brought up for war by Hobgoblins. A Bloodthirsty Tusker is dangerous, able to charge long distances and strike with it's tusks.

Barbed Tusker Concept Art.png

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