Boar Barbarian
spike-shouldered axe-rager of the boar-host's charge
Boar Barbarian — The Encounter
spike-shouldered axe-rager of the boar-host's charge · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Boar Barbarian
The Barbarians are the first hooves over the ridge when the Army of Caledonian Boar charges. They do not hold lines or take orders past 'forward'; they take the frenzy of the sacred wallow into their blood and run it out on the enemy's front rank. A Barbarian's spiked pauldron is earned, not issued, one iron thorn hammered in for every foe broken across its axe. They fight in a loose leading wedge ahead of the shield-bearers, trusting the Defenders and the Paladin to catch what they overrun. Alone, a Barbarian is a brief and glorious thing; in the wedge, it is the tip that opens a wall.
Run Boar Barbarian in Sixty Seconds
- Rage turn one then it resists all weapon damage for the fight.
- It wants to run in Reckless Charge adds 1d8 if it moves 20 ft. straight before swinging.
- Reckless Swing trades defense for offense advantage to hit, but attackers get advantage back.
- Head-Butt to knock prone then the warband gets advantage piling on.
- When bloodied it stays in the wedge and keeps charging, never peels off alone.
Boar Barbarian
Medium humanoid (boarfolk), chaotic neutral
CR 2 · 450 XP · GUIDELINERage (1/Day). As a bonus action the Barbarian enters a rage for 1 minute, gaining advantage on Strength checks and saves, resistance to bludgeoning, piercing, and slashing damage, and +2 damage on its melee attacks (included below).
Reckless Charge. If the Barbarian moves at least 20 feet straight toward a target before a Great Axe attack, that attack deals an extra 4 (1d8) slashing damage on a hit.
Actions
Multiattack. The Barbarian makes two Great Axe attacks.
Great Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage (includes +2 rage bonus).
Head-Butt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and a Medium or smaller target must succeed on a DC 13 Strength save or be knocked prone.
Bonus Actions & Reactions
Reckless Swing (Bonus). The Barbarian attacks with advantage on its next Great Axe attack this turn; until its next turn, attacks against it also have advantage.
A hulking boarfolk in spiked armor swings a great two-headed axe overhead, mouth open in a squealing war-cry.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by raging and charging the softest-looking target with Reckless Charge for the bonus 1d8. It leads the wedge, so let it get out ahead of the shield-bearers and swing recklessly. When bloodied it does not retreat; it doubles down beside its warband.
Fights as the charging tip of a boar wedge, never alone. Rage turn one, use Reckless Swing to punch through the front rank, and let the Defenders anchor behind it. Prioritize whoever the warband is trying to overrun.
Run it as a shock unit inside the full boar-host. It opens holes with Reckless Charge for the Warriors and Executioner to pour through. Keep it advancing with the pack; if it ever ends up solo, it is being used wrong.
Put Boar Barbarian on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Boar Barbarian?
At its native Tier 1 it is CR 2 (450 XP). Bump the AC, HP, to-hit, and save DC to the Tier 2 or Tier 3 line to scale it up for higher-level parties.
How does Boar Barbarian fight alongside the rest of the Army of Caledonian Boar?
It is the leading edge of the charge, running ahead of the Defenders and Warriors to crack the enemy front so the heavier troops can exploit the gap. It relies on the warband to catch what it overruns.
Can I run several Boar Barbarians at once?
Yes. They are rank-and-file shock troops. Two or three at Tier 1 make a fast, brutal wedge for a low-level party, especially paired with a single Defender to anchor behind them.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
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