Wilderhog CR 18/MR 6

XP 102,400
Male nascent demon lord
CE Large outsider (chaos, evil, demon)
Init + 13; Senses darkvision 60 ft., low-light vision, scent, Perception + 27


AC 27, touch 12, flat-footed 24 (+ 3 Dex, + 15 natural, - 1 size)
hp 260 (16 HD; 16d10 + 172)
Fort + 17, Ref + 8, Will + 12
DR 10/epic; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24


Speed 60 ft.
Melee bite + 29  (2d6 + 14/19-20 plus grab) or gore + 26 (1d8 + 14)
Melee 2 claws + 29  (1d6 + 14)
Space 10 ft.; Reach 10 ft.
Special Attacks feral savagery (full attack), smite good 6/day, forceful polymorph

Innate Spell-Like Abilities:

Constant—detect good, detect law, freedom of movement, speak with animals, true seeing, unholy aura (DC 19)
At-will — dream, dream travel, nightmare (DC 16), unhallow (DC 16), unholy blight (DC 15)
3/day — darkness, dream council (DC 18), poison (DC 15), summon (level 7, 1d3 fiendish dire bears, 100%)
1/day — blasphemy (DC 18), contagion (DC 14), desecrate, horrid wilting (DC 19)


Str 38, Dex 17, Con 25, Int 16, Wis 14, Cha 12
Base Atk +16; CMB +31 (+35 grapple); CMD 44 (48 vs. trip)
Feats Eldritch Claws, Endurance, Improved InitiativeM, Improved Critical (Bite), Improved Natural Attack (Bite), Iron Will, Maximize Surge, RunM, Skill Focus (Perception)
Skills Acrobatics +22, Acrobatics (Jump) +26, Fly +5, Intimidate +17, Knowledge (Nature) +22, Knowledge (Planes) +22, Knowledge (Religion) +22, Perception +27, Stealth +18, Survival +21, Swim +37
Languages Abyssal, Celestial, Common, Draconic, Telepathy
SQ Mythic Power (15/day), Mythic Surge (1d8)


Divine Source (Su)

The wilderhog may grant mortal clerics spells from 0th to 6th level and offers such devout cultits the Anima, Chaos, and Evil domains, as well as the Fur and Demon subdomains.

Spines (Ex)

Targets of a wilderhog’s successful natural attacks must succeed at a Reflex saving throw to avoid being speared by the dangerously sharp spines covering its body. Failure results in 1d4 points of piercing damage as well as 1 point of bleed damage per round for 3 rounds. Bleed damage from multiple spines doesn’t stack, but the duration is reset by subsequent attacks. Any creature which successfully hits the wilderhog with a natural weapon (including unarmed strikes) takes this damage automatically (no save).

Magical healing or a successful DC 15 Heal check ends the bleed effect. The save DC is Strength-based.

Forceful Polymorph (Su)

While in the Dreamlands the wilderhog gains the ability to turn any dreaming mortal it encounters into some form of bear, pig, or boar. This ability functions as Mythic Baleful Polymorph and is triggered by the wilderhog’s roar. Any creature who hears the roar must save against the effect or be transformed. The DC for this ability is 10 + 1/2 the Wilderhog’s HD + the Wilderhog’s Charisma modifer (normally DC 19).

Mythic Initiative

The wilderhog adds its mythic ranks to initiative rolls.



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