Ghost Boar

A hulking boar tosses its head and charges, fading in and out of existence as it moves.

Magical Creation. A magical experiment on a group of albino boars went awry, releasing the enormous beasts into the wild to proliferate.

Ghostly Form. Ghost boars earn their name from their ability to temporarily become incorporeal. When the ghost boar moves, it becomes ghostly and insubstantial, passing through obstacles as it charges its prey.

A Soul Depot. A strange side effect of the magical accident that created the ghost boar appears in the strongest of them: they are magnets for souls of the recently departed. The souls can use the meager spiritual magic of the ghost boar to communicate with those nearby.

Ghost Boar

Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 40 ft.
18 (+4) 10 (+0) 16 (+3) 7 (-2) 12 (+1) 7 (-2)

Senses darkvision 60 ft., passive Perception 11
Languages understands Common but can’t speak it
Challenge 3 (700 XP)

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 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Incorporeal Jaunt. When the ghost boar moves, it becomes temporarily incorporeal. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object.

Relentless (Recharges after a Short or Long Rest). If the boar takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.


Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Tusk Swipe. When a creature hits the ghost boar with a melee weapon attack, the ghost boar can make one tusk attack against the creature. The ghost boar must see the attacker and be within 5 feet of it.

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