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Quilboar Chieftain

Medium humanoid (quilboar), neutral evil


  • Armor Class 15 (breastplate)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 13 (+1) 12 (+1) 9 (-1)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Quilboar
  • Challenge 3 (700 XP)


Keen Smell. The quilboar has advantage on Wisdom (Perception) checks that rely on smell.

Vengeance. The quilboar can make an opportunity attack with disadvantage against a target within range when an ally that it can see or hear dies.

Brute. A melee weapon deals one extra die of its damage when the quilboar hits with it (included in the attack).

Actions

Multiattack. The quilboar makes two melee attacks: one with its tusk and one with its battleaxe.

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands to make a melee attack.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the quilboar can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its rolls provided it can hear and understand the quilboar. A creature can benefit from only one Leadership die at a time. This effect ends if the quilboar is incapacitated.

Reactions

Quills. In response to being hit by a melee attack, the quilboar can spew quills back at the attacker. Melee Weapon Attack: +4 to hit, range 10 ft., one target. Hit: 4 (1d4 + 2) piercing damage.