Fiendish Dire Boar CR 5
Always NE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +8, Spot +8
Languages —
AC 15 (−1 size, +6 natural), touch 9, flat-footed 15
hp 7d8+21 (52 hp); DR 5/magic
Fort Ref Will
Speed 40 ft. (8 squares)
Space/Reach 10 ft./5 ft.
Base Atk +5; Grp +17
Melee gore ()
Attack Options Ferocity, Smite good
SQ darkvision 60 ft., Low-light vision, scent, resistance to cold 5 and fire 5, SR 12
Abilities Str 27, Dex 10, Con 17, Int 3, Wis 13, Cha 8
Feats Alertness, Endurance, Iron Will
Skills Listen +8, Spot +8
Advancement 8–16 HD (Large); 17–21 HD (Huge)
Environment Any evil-aligned plane
Organization Solitary or herd (5–8)
Treasure None
Summon Monster: Summon Monster V
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +7 extra damage against an good foe.
Ferocity (Ex): A dire 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.
Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster V.