Erymanthian boar
“Unleash the wild terror of the Erymanthian Boar: the monstrous beast that sent Hercules running for his life!”
Appearance: The Erymanthian Boar is a colossal creature, towering over average boars with its thick, muscular frame covered in bristly, dark fur that appears matted and tangled from its time in the wild. Its tusks are fearsome, elongated, and sharp, protruding menacingly from its mouth, capable of inflicting devastating wounds. The boar’s eyes glint with a fierce intelligence, and its massive snout is often smeared with dirt, evidence of its foraging habits.
Behavior: Fiercely territorial, the Erymanthian Boar exhibits aggressive behavior when provoked. It is known for its incredible speed and strength, capable of charging at intruders with little warning. Despite its ferocity, the boar also displays cunning tactics, often using its environment to its advantage—such as hiding among thickets or steep terrain to ambush predators or hunters. When not threatened, it exhibits more cautious behaviors, preferring to forage in quiet, undisturbed areas.
Habitat: This mythical creature resides in the rugged, dense forests of Mount Erymanthos in Arcadia, Greece. The mountain’s challenging terrain, characterized by steep slopes, rocky outcrops, and thick underbrush, provides a perfect environment for the boar to thrive. The region is abundant in vegetation, offering ample food sources like acorns, roots, and wild plants, while the dense cover allows the boar to evade potential threats.
Modus Operandi: The Erymanthian Boar employs a strategy of ambush and intimidation. When it senses danger, it will retreat into the thickets, waiting for the right moment to charge at intruders, using its impressive size and speed to scare them off. When hunting for food, the boar uses its powerful snout to root through the earth, uncovering edible roots and tubers, while also grazing on shrubs and grasses.
Motivation: Driven by a primal instinct for survival, the Erymanthian Boar is primarily motivated by the need for sustenance and territory. It seeks to protect its habitat from perceived threats, making it aggressive towards intruders, particularly humans. Additionally, the boar embodies the struggle against domination, representing nature’s resilience and strength against the encroachment of civilization. Its fierce reputation and the chaos it brings to local farmers reflect the underlying theme of the wild reclaiming its space and the battle between man and nature.
Erymanthian boar 5e
Erymanthian boar Home brew Pathfinder
Erymanthian Boar
Gargantuan Monstrosity (Mythic), Chaotic Neutral
- Armor Class 22 (Natural Armor)
- Hit Points 850 (60d12 + 420)
- Speed 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
35 (+12) | 16 (+3) | 32 (+11) | 12 (+1) | 18 (+4) | 20 (+5) |
Saving Throws Str +20, Con +19, Wis +12, Cha +13
Skills Perception +20, Intimidation +21, Survival +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 30
Languages Understands Common and Sylvan but cannot speak
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Mythic Traits
Aura of Ferocity. The Erymanthian Boar radiates an aura of primal fear and rage in a 60-foot radius. Hostile creatures that start their turn within the aura must succeed on a DC 21 Wisdom saving throw or be frightened until the end of their next turn. If a creature succeeds on the saving throw, it is immune to the boar’s Aura of Ferocity for 24 hours.
Immortal Beast. If the Erymanthian Boar is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, at the start of its next turn, it regains 425 hit points. This effect can only occur once, and the boar’s hit point maximum is reduced by 200 for the rest of the combat.
Titanic Charge. If the Erymanthian Boar moves at least 40 feet straight toward a target and then hits it with a tusk attack on the same turn, the target must succeed on a DC 28 Strength saving throw or be knocked prone and take an additional 60 (12d10) bludgeoning damage. If the target is prone, the Erymanthian Boar can make one stomp attack against it as a bonus action.
Legendary Resistance (3/Day)
If the Erymanthian Boar fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The Erymanthian Boar makes three attacks: one with its Gore and two with its Hooves.
- Gore. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 55 (8d10 + 12) piercing damage. If the target is a creature, it must succeed on a DC 28 Strength saving throw or be pushed 20 feet away from the boar and knocked prone.
- Hoof. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 45 (6d10 + 12) bludgeoning damage. If the target is prone, it takes an additional 30 (4d10) bludgeoning damage.
- Earthshaker Stomp (Recharge 5-6). The Erymanthian Boar slams its hooves into the ground, causing a massive shockwave in a 30-foot radius. Each creature in that area must make a DC 28 Dexterity saving throw or take 70 (20d6) bludgeoning damage and be knocked prone. The area becomes difficult terrain until the start of the boar’s next turn.
Legendary Actions
The Erymanthian Boar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The boar regains spent legendary actions at the start of its turn.
- Rampage. The Erymanthian Boar moves up to its speed without provoking opportunity attacks.
- Frightening Snort (Costs 2 Actions). The Erymanthian Boar lets out a deafening snort. Each creature within 60 feet that can hear it must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Tusking Charge (Costs 3 Actions). The Erymanthian Boar charges up to 40 feet in a straight line. Each creature in its path must make a DC 28 Dexterity saving throw or take 60 (10d12) slashing damage and be knocked 30 feet away.
Reactions
Relentless Fury. When the Erymanthian Boar takes damage that reduces it below half its hit points for the first time in combat, it can use its reaction to make a Gore attack against the nearest creature within reach.
Lair Actions
When fighting in its lair, the Erymanthian Boar can invoke the power of the land to protect itself and dominate the battlefield. On initiative count 20 (losing initiative ties), it takes a lair action to cause one of the following effects:
- Call of the Wild. The boar summons 1d4+1 dire boars, which appear in unoccupied spaces within 60 feet. These boars act on initiative count 20 and fight until slain.
- Misty Obfuscation. A thick mist rolls through the lair, creating heavy obscurement in a 120-foot radius centered on the boar. The mist lasts until initiative count 20 of the next round.
- Unyielding Terrain. The ground in a 60-foot radius around the boar becomes jagged and unstable, turning into difficult terrain for all creatures except the boar. Each creature that starts its turn in this area must succeed on a DC 21 Dexterity saving throw or take 27 (6d8) piercing damage.
Divine Items
Tusk of Erymanthos (Legendary Weapon, Requires Attunement by a Barbarian or Paladin)
This massive tusk, taken from the Erymanthian Boar, is fashioned into a war pick. When wielded, it grants the following benefits:
- The wielder’s Strength score increases by 2, up to a maximum of 24.
- The wielder gains the Erymanthian Boar’s Titanic Charge ability.
- On a hit, the weapon deals an additional 6d10 piercing damage.
- If the wielder is reduced to 0 hit points, they can choose to regain hit points equal to half their maximum once per day.
Boarhide Mantle (Legendary Cloak, Requires Attunement)
Crafted from the pelt of the Erymanthian Boar, this heavy mantle provides the following benefits:
- The wearer is immune to the frightened condition.
- As a reaction to being hit by a melee attack, the wearer can reflect half the damage back to the attacker.
- While wearing the cloak, the wearer gains advantage on all Strength-based skill checks and saving throws.
Mythic Role and Lore
The Erymanthian Boar is not just a beast; it is a force of nature, embodying the wrath and primal power of the wild. Tasked with capturing this creature alive, the hero Heracles faced not just its overwhelming strength but also its cunning and unyielding will. Legends say that it was created by the gods as a test of strength and valor, and those who dare face it must contend with not just a physical challenge but the fury of untamed nature itself.
The Erymanthian Boar is remembered in connection with The Twelve Labours, in which Heracles, the (reconciled) enemy of Hera, visited in turn “all the other sites of the Goddess throughout the world, to conquer every conceivable ‘monster’ of nature and rededicate the primordial world to its new master, his Olympian father,” Zeus.
In the primitive highlands of Arcadia, where old practices lingered, the Erymanthian Boar was a vicious creature that lived on Mount Erymanthos, a mountain that was apparently once sacred to the Mistress of the animals, the haunt of Artemis. A boar was a dangerous animal: “When the goddess turned a wrathful countenance upon a country, as in the story of Meleagros, she would send a raging boar, which laid waste the farmers‘ fields.” One was sent by Apollo to kill the youth Adonis, a favorite of Aphrodite, for revenge on her, as she had blinded Apollo‘s mortal son, Erymanthus because he had stumbled upon her bathing.
The Fourth Labour of Heracles
Heracles‘ fourth labour was to capture the Boar. On the way there, Heracles visited Pholus a kind and hospitable centaur and old friend. Heracles ate with him in his cavern -though the centaur devoured his meat raw- and asked for wine. Pholus had only one jar of wine, a gift from Dionysus to all the centaurs on Mt Erymanthus. Heracles convinced him to open it, and the smell attracted the other centaurs, who did not understand that wine needs to be tempered with water, became drunk and attacked. Heracles shot at them with his poisonous arrows, and the centaurs retreated all the way to Chiron’s cave.
Pholus was curious why the arrows caused so much death, and picked one up but dropped it, and the arrow stabbed his feet, poisoning him. A stray arrow hit Chiron as well, but Chiron was immortal, although he still felt the pain. Chiron’s pain was so great, he volunteered to give up his immortality, and take the place of Prometheus, who had been chained in Tartarus (part of the underworld), although he was an immortal Titan. Prometheus‘ torturer, the eagle, continued its torture on Chiron, so Heracles shot it dead with an arrow. It is generally accepted that the tale was meant to show Heracles as being the recipient of Chiron’s surrendered immortality. The tale of the centaurs sometimes appears in other parts of the twelve labours, as does the freeing of Prometheus.
Heracles had visited Chiron to gain advice on how to catch the boar, and Chiron had told him to drive it into thick snow, which sets this Labour in mid-winter. Having successfully caught the Boar, Heracles bound it and carried it back to Eurystheus, who was frightened of it and ducked down in his chamber pot, begging Heracles to get rid of the beast, a favorite subject for the vase-painters. Heracles obliged.
The Erymanthian boar is omnivorous, but loves meat. It is even more aggressive than a dire boar.
Dire Boar ( +10HD Giant x2 Fiendish Advanced x3 ) CR 17
XP 102400
N Colossal animal
Init +9; Senses darkvision 60 ft.; low-light vision, scent; Perception +18
DEFENSE
AC 40, touch 7, flat-footed 35 (+33 natural, -8 size, +5 Dex)
hp 407 (15d8+340)
Fort +19, Ref +9, Will +8;
Defensive Abilities ferocity; DR 10/good; Resist cold 15, fire 15; SR 19;
OFFENSE
Speed 40 ft.
Melee gore +30 melee (8d6+36)
Space 25 ft.Reach 25 ft.
Special Attacks Smite Good 1/day (swift action, +Cha bonus to attack, +HD bonus to damage; persists until target dead or creature rests).
STATISTICS
Str 61, Dex 20, Con 41, Int 2, Wis 25, Cha 20;
Base Atk 14; CMB 35; CMD 49
Feats Improved Initiative, Skill Focus (Perception), Toughness
Skills Perception +18
ECOLOGY
Environment temperate or tropical forests
Organization solitary, pair, or herd (3-8)
Treasure none
Combat
The Erymanthian boar charges its opponent, trying to disembowel the victim with its savage tusks.
Ferocity (Ex): The Erymanthian boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.