Fiendish Boar CR 2
Always NE Medium Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +7, Spot +5
Languages —
AC 16 (+6 natural), touch 10, flat-footed 16
hp 3d8+12 (25 hp)
Fort Ref Will
Speed 40 ft. (8 squares)
Space/Reach 5 ft./5 ft.
Base Atk +2; Grp +4
Melee gore ()
Attack Options Ferocity, Smite good
SQ darkvision 60 ft., Low-light vision, scent, resistance to cold 5 and fire 5, SR 8
Abilities Str 15, Dex 10, Con 17, Int 3, Wis 13, Cha 4
Feats Alertness, Toughness
Skills Listen +7, Spot +5
Advancement 4–5 HD (Medium); 6–8 HD (Large)
Environment Any evil-aligned plane
Organization Solitary or herd (5–8)
Treasure None
Summon Monster: Summon Monster III
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +3 extra damage against an good foe.
Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Though not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster III.