Magrak Ironjaw - Monsters

Magrak Ironjaw
Large natural humanoid (shapechanger), wereboar
Level 6 Elite Brute XP 500

HP 172; Bloodied 86Initiative +3
AC 17, Fortitude 23, Reflex 16, Will 17Perception+4
Speed 6 (8 in boar form)
Immune moontusk fever; Vulnerable silver (the wereboar loses regeneration until the end of its next turn)
Saving Throws +2; Action Points 1

Traits

Bloodied Resilience

While bloodied, Magrak gains a +2 bonus to all defenses.

Regeneration (healing)

Magrak regains 5 hit points whenever he starts his turn and has at least 1 hit point.

Standard Actions

(⚔) Maul (weapon) ✦ At-Will

Requirement: Magrak must be in humanoid form.

Attack: Melee 1 (one creature); +9 vs. AC

Hit: 2d6 + 6 damage.

(⚔) GoreAt-Will

Requirement: Magrak must be in boar form.

Attack: Melee 1 (one creature); +9 vs. AC

Hit: 1d8 + 6 damage, ongoing 5 damage (save ends), and the target is exposed to moontusk fever (see below). If Magrak is bloodied, the attack deals ongoing 10 damage (save ends).

Murderous Smash (weapon) ✦ Recharge ⚄ ⚅

Requirement: Magrak must be in humanoid form.

Attack: Melee 1 (one bloodied creature); +10 vs. AC

Hit: 3d6 + 6 damage, and Magrak knocks the target prone.

Minor Actions

Change Shape (polymorph) ✦ At-Will

Effect: Magrak can alter his physical form to appear as a dire boar or a unique humanoid.

Triggered Actions

Death StrikeEncounter

Trigger: Magrak drops to 0 hit points.

Effect (No Action): Magrak makes a melee basic attack.

Murderous FrenzyEncounter

Trigger: Magrak reduces an enemy to 0 hit points.

Effect (No Action): Magrak gains 1 action point.

Savage RebukeAt-Will

Trigger: Magrak is hit by a melee attack.

Effect (Immediate Reaction): Magrak makes a melee basic attack.

Skills Athletics +13, Endurance +11, Intimidate +8
Str 20 (+8)                Dex 10 (+3)                Wis 12 (+4)
Con 16 (+6)                Int 10 (+3)                Cha 11 (+3)

Alignment Evil        Languages Common
Equipment: hide armor , maul .

Published in Dungeon Magazine 181.