b'Cursed Giant Boar \n'b'  Family:   Cursed Animals  \n'b'  Large   beast ,  chaotic evil  \n'b'  Armor Class  14 (natural armor) \n'b' Hit Points  85 (10d10 + 30) \n'b' Speed  40 ft.\n'b' STATS STR: 18 (+4) DEX:  10 (+0)  CON:  16 (+3)  INT:  2 (-4)  WIS:  7 (-2)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +0 \n'b' Damage Immunities  poison \n'b' Condition Immunities   poisoned  \n'b' Senses  passive  Perception  10 \n'b' Languages   \n'b' Challenge  4 (1,100 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  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 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 14  Strength  saving throw or be knocked  prone . \n'b'  Raging Beast . On its turn, the  boar  always moves toward and attacks the last creature that has damaged it, even if doing so means disregarding more vulnerable targets or provoking opportunity attacks from nearby enemies. If the  boar  can\xe2\x80\x99t see such a target within 40 feet, it attacks the nearest creature instead. \n'b'  Relentless (1/Day) . If the  boar  takes 15 damage or less that would reduce it to  0 hit points , it is reduced to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b'  Tusk .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 15 (2d10 + 4) slashing damage and, if the target is a creature, it suffers a lingering wound that causes it to take 3 (1d6) necrotic damage at the start of each of its turns. Each time the  boar  hits the wounded target with this  attack , the damage dealt by the wound increases by 3 (1d6). The wound ends if the target regains  hit points  or if a creature uses an action to stanch the wound, which requires a successful DC 15  Wisdom  ( Medicine ) check. \n'b'  Spew Gall (Recharge 6) . The  boar  vomits bile in a 15-foot cone. Each creature in that area must make a DC 13  Dexterity  saving throw. On a failed save, a creature takes 16 (3d10) necrotic damage, and it can\xe2\x80\x99t regain  hit points  for 1 minute. On a success, a creature takes half as much damage with no additional effects. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one  prone  creature.  Hit : 7 (1d6 + 4) piercing damage and the target must succeed on a DC 13  Constitution  saving throw or suffer one level of  exhaustion . \n'b'\n'b' REACTIONS \n'b'\n'b'  Cursed Spores . When the  boar  takes damage, it releases a cloud of cursed spores. Each creature within 5 feet of the  boar  must roll a d4 and subtract the number rolled from the next  attack  roll, ability check, or saving throw it makes before the end of the  boar\xe2\x80\x99s  next turn. \n'b'\n'b' ABOUT \n'b' Some curses are so horrible that they afflict not only the creature that is at the heart of it but take root in the entire land, spreading to even the wildlife and innocent animals in an area. Cursed beasts are the pitiful result of such curses. \n'b' A curse can manifest in numerous ways in a beast, but it almost always involves agonizing pain and results in unnatural and aggressive behavior. Often, a curse will greatly increases the beast\xe2\x80\x99s physical prowess and give it various abilities related to the curse making a pack of cursed wolves or a cursed  boar  much more dangerous than their unspoiled kin. \n'b' While cursed beasts are, luckily, a rare phenomena, most scribes believe that their accursed state can be cured as one would cure a curse on any other creature. \n'b' However, due to the powerful nature of these kinds of curses, a simple spell will usually do little  help  to bring a beast back to its normal state, providing temporary relief at best, until the curse is ended at its root. \n'b' Druids often seek out and at tempt to cure cursed beasts, seeing\xe2\x80\x99t heir existence as an affront to nature.'