XP 2,400
N Large animal (extraplanar)
Init +3; Senses low-light vision; Perception +2
Defense
AC 18, touch 8, flat-footed 18 (+10 natural, -1 size, -1 Dex)
hp 45 (7d8+14)
Fort +7, Ref +4, Will +4
Defensive Abilities ferocity
Offense
Speed 40 ft.
Melee slam +9 (1d6+8 plus push), gore +9 (1d8+8 plus push)
Space 10 ft., Reach 10 ft.
Special Attacks blood rage, powerful charge (gore, 2d8+11), push (slam or gore, 10 feet), sure-footed charge
Statistics
Str 23, Dex 8, Con 14, Int 2, Wis 14, Cha 2
Base Atk +5; CMB +12 (+20 bull rush, +14 overrun); CMD 21 (27 vs. overrun, 25 vs. trip)
Feats Charge Through, Improved Initiative*, Improved Overrun*, Power Attack*
Feats marked with * are already included in the creature's statistics.
Skills Survival +9
Ecology
Environment The Nether (Crimson Forests)
Organization solitary, pair, pack (3-4), herd (4-8)
Treasure none
Special Abilities
Blood Rage (Ex) When a hoglin takes damage in combat, it can fly into a rage as a free action on its next turn.
It gains a +2 bonus to Strength and Constitution, and it takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is less. It cannot end its rage voluntarily.
Sure-Footed Charge (Ex) Hoglins are accustomed to barrelling through the rugged terrain of the nether and are able to ignore difficult terrain while charging, running, or withdrawing. They can also charge through squares that contain allies.