Monster I’d Like to Fight: Hellswine

Monster I'd Like to Fight: Hellswine

Found throughout the Hells and in the depths of the Endless Abyss, the hellswine is an oversized boar with pale, leathery skin, old scars, and open sores. A short ridge of sharp, bone-like spikes runs from its head down its back to its tail, which is covered in a similar hard material. Instead of tusks, hellswine have a pair of forward-facing curved horns. Their eyes reflect the various colors of fire, ranging from yellow-orange to red.

Hellswine emit a foul odor, strong enough to make even an experienced undertaker retch. Despite this, their ability to smell and track distant prey is not hindered by their own vile scent. Once prey is found, hellswine are clever enough to box in their quarry, preventing any chance of escape.

Hellswine are most notable as the centerpiece on the banquet tables of devils in their feast halls. According to the denizens of Hell, hellswine meat is considered a delectable treat, perfect for special occasions. However, to those susceptible to poison, this meat is incredibly toxic. The flesh becomes more poisonous as the hellswine ages, which also coincides with increased flavor. Those sickened by hellswine meat should seek immediate magical assistance, lest they become permanently paralyzed. Because of this, hellswine oil is a popular poison added to food, as it enhances flavor and can leave a victim suddenly paralyzed.

Hellswine

Large Fiend, Unaligned


Armor Class 13 (natural armor)

Hit Points 68 (8d10 + 24)

Speed 40 ft.

STRDEXCONINTWISCHA
20 (+5)11 (+0)16 (+3)2 (-4)14 (+2)5 (-3)

Skills Perception +4

Damage Resistances poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 14

Languages —

Challenge  3 (700 XP)

Proficiency Bonus +2


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

Stench. Any creature that starts its turn within 10 feet of the hellswine must succeed on a DC 13 Constitution saving throw or have the poisoned condition until the start of its next turn. On a successful saving throw, the creature is immune to the hellswine’s stench for 24 hours.

Actions


Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. If the hellswine moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 13 (3d8) piercing damage, and the target must succeed on a DC 13 Strength saving throw or have the prone condition if it is a creature.

Reactions


Impede. If a creature the hellswine can see attempts to move out of its reach, the hellswine can make a Gore attack against that creature. If the attack hits, the creature’s speed becomes 0 for the rest of the turn.

Downloads

Further Reading

The party might encounter a devil knight with a hound of the eternal chaos trying to track down a lost hellswine.

A campaign focused on the Hells might have characters using holy and fiendish feats.

Imagery created with Midjourney.

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