XP 2,400
NE Large undead (extraplanar)
Init -2; Senses low-light vision; Perception +2
Defense
AC 20, touch 7, flat-footed 20 (+13 natural, -1 size, -2 Dex)
hp 52 (8d8+16)
Fort +3, Ref +0, Will +8
Defensive Abilities ferocity; DR 5/slashing; Immune fire, undead traits
Offense
Speed 30 ft.
Melee slam +11 (1d8+7 plus push), gore +11 (1d8+7 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 25, Dex 6, Con —, Int 2, Wis 14, Cha 12
Base Atk +6; CMB +14; CMD 22 (26 vs. trip)
Feats Toughness
Ecology
Environment The Nether
Organization any
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 Charima, 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.