Blood BoarCreature 6
Source Pathfinder #147: Tomorrow Must Burn
Perception +15 (bloodsense (precise) 60 feet, low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +10, Athletics +15, Survival +15
Str +5, Dex +2, Con +4, Int -4, Wis +2, Cha -2
AC 23; Fort +16; Reflex +14; Will +10;
HP 98
Speed 40 feet
Jaws +17 (+12, +7) to hit 2d8+8 Piercing
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Scent (Imprecise) 30 feetScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Blood QuarryOn smelling a creature's blood, the blood boar can designate that creature as its quarry. The blood boar can smell its quarry from up to a mile away. A blood boar can have only one quarry at a time.
BloodsenseThe blood boar can precisely sense bleeding creatures within 60 feet.
FerocityTrigger The monster is reduced to 0 HP.
Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability
Chase DownThe blood boar Strides toward its quarry, ignoring difficult terrain and gaining a +10-foot circumstance bonus to its Speed during the movement.
Terrifying Squeal (auditory, emotion, fear, mental)The blood boar lets forth a hair-raising squeal. Each creature within 30 feet must succeed at a DC 23 will save or become Frightened 1 (Frightened 2 on a critical failure).
If the blood boar uses Terrifying Squeal on the same turn after using Chase Down, the DC 25 will save DC is instead 25.
Blood boars are fearsome swine bred in Cheliax for the singular purpose of hunting down escaped slaves. The species originated from a type of large feral boar native to Nidal's shadowy Uskwood, and blood boars retain their predecessors' gray fur, red eyes, and exceptional senses. The intensive breeding process to produce blood boars-augmented by the selective application of magic-grants the creatures an unparalleled awareness of blood, including the ability to precisely detect a bloodied creature's location and movements, allowing the boars to track their prey from up to a mile away.
Blood boars' keepers groom and mark the animals to enhance their already unsettling appearance. While from a distance, a blood boar might be mistaken for an ordinary pig, up close the differences are stark. Blood-red eyes, ashen fur, and unnaturally sharp tusks frame hundreds of pounds of raw muscle, the veins of which can be seen through the boar's ghastly pale flesh. Chains, manacles, and spikes are typical blood boar accessories, ensuring the boars are as fearsome as possible.
A blood boar's ability to track its quarry using only the scent of the target's blood has been the bane of many thieves, brigands, and the occasional illicit lover, but none have as much cause to fear the beasts as slaves in pursuit of freedom. Even washing off spilled blood does nothing to deter the blood boar's pursuit if it already has the scent. As a result, many halflings in the Bellflower Network zealously practice disarming and nonlethal combat techniques specifically to avoid accidental bloodshed during an escape.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.