Juvenile BoarCreature 0
Source Pathfinder #151: The Show Must Go On
Perception +5 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +3, Athletics +5, Survival +5
Str +3, Dex +1, Con +2, Int -4, Wis +1, Cha -2
AC 15; Fort +9; Reflex +3; Will +5;
HP 16
Speed 30 feet
Tusk +8 (+3, -2) to hit 1d6+3 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.
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
Boar ChargeThe juvenile boar Strides up to two times and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.
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.