Boongurunguru
Large fiend (demon), chaotic evil
Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 40 ft.
STR 19 (+4) · DEX 12 (+1) · CON 17 (+3) · INT 8 (−1) · WIS 14 (+2) · CHA 13 (+1)
Saving Throws Con +5, Wis +4
Skills Intimidation +3, Perception +4, Survival +4
Damage Resistances cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Abyssal and Waimarai but can’t speak
Challenge 3 (700 XP)
Traits
Magic Weapons. Boongurunguru’s weapon attacks are magical.
Regeneration. The fiend regains 5 hit points at the start of its turn if it has at least 1 hit point. If it takes radiant damage, this trait doesn’t function at the start of its next turn.
Swarming Hornets. A buzzing nest dangles beneath Boongurunguru’s chin. Any creature that ends its turn within 5 feet of the fiend takes 5 (1d10) piercing damage.
Stampede Charge. If Boongurunguru moves at least 20 feet straight toward a creature and then hits it with a Tusks attack on the same turn, the target takes an extra 7 (2d6) slashing damage and must succeed on a DC 14 Strength saving throw or be knocked prone.
Feral Pride (Reaction). If a creature within 60 feet audibly refers to Boongurunguru as a “pig,” “boar,” or other mundane animal, the fiend enters a frenzy for 1 minute. While frenzied, Boongurunguru has advantage on attack rolls and its weapon attacks deal an extra 4 (1d8) damage, but attack rolls against it have advantage. The frenzy ends early if Boongurunguru is incapacitated.
Actions
Multiattack. Boongurunguru makes two attacks: one with its Tusks and one with its Stomp.
Tusks. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 13 (2d8 + 4) bludgeoning damage.
Hornet Blast (Recharge 5–6). Boongurunguru shakes the nest, releasing a cloud of stingers in a 15-foot cone. Each creature in the area must make a DC 13 Constitution saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also poisoned until the end of their next turn.
Legendary Actions
Boongurunguru doesn’t have legendary actions.
Lore
A demon that appears as a gigantic boar with a fern growing on its flat head and a buzzing hornets’ nest beneath its chin.
In ancient manuscripts, Boongurunguru is portrayed as a demonic swine that haunts the mana-soaked wilderness of Waimarai. While it undeniably looks like an enormous wild boar, the creature brims with pride and refuses to be spoken of as a mere animal. Legend warns that if a mortal hears Boongurunguru’s grunting and off-handedly mutters, “Must be some wild pigs nearby,” vengeance strikes at once.
One tale centers on Umaroa, chieftain of the Muara clan, who saved his people during the great flood that swept across what is now Waimarai, New Guinea. After the chief’s death, Boongurunguru is said to have risen at his burial site. Many believe the demon is an uncontrolled surge of the ancient, potent magic that guards Umaroa’s sacred grave. The Waimarai tract where he lies is a nexus of raw power, and visitors must follow strict taboos. Any breach triggers arcane punishment: lumberjacks who leave felled trees behind, for instance, will wander the forest forever—until they meet Boongurunguru, and the outcome is grimly predictable.
From Oceanian Bestiary 5E, p. 22 · Fern Flower Press