Gullinbursti (5e Creature)

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Large celestial, lawful good

Armor Class 23 (natural armor)
Hit Points 189 (14d10 + 112)
Speed 50 ft.

24 (+7) 14 (+2) 26 (+8) 10 (+0) 20 (+5) 24 (+7)

Saving Throws Str +14, Con +15, Wis +12, Cha +14
Skills Perception +12
Damage Resistances radiant
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed
Senses truesight 60 ft., passive Perception 22
Languages understands Celestial, Common, Dwarvish, Giant, and Sylvan but can't speak
Challenge 23 (50,000 XP)

Aggressive. As a bonus action, the boar can move up to its speed toward a hostile creature that it can see.

Illumination. The boar sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Innate Spellcasting. The boar's innate spellcasting ability is Charisma (spell save DC 14). The boar can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, healing word, purify food and drink
3/day each: calm emotions, cure wounds, dispel evil and good
1/day each: greater restoration, misty step

Keen Smell. The boar has advantage on Wisdom (Perception) checks that rely on smell.

Legendary Resistance (3/Day). If the boar fails a saving throw, it can choose to succeed instead.

Magic Resistance. The boar has advantage on saving throws against spells and other magical effects.

Magic Weapons. The boar's weapons are magical.

Rampage. When the boar reduces a creature to 0 hit points with a melee attack on its turn, the boar can take a bonus action to move up to half its speed and make a tusk attack.

Reckless. At the start of its turn, the boar can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless (Recharges after a Short or Long Rest). If the boar takes 40 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Sure-Footed. The boar has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Trampling Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 14 (4d6) slashing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. If the creature is prone, the boar can make a hooves attack against it as a bonus action.

Wounded Fury. While it has 20 hit points or less, the boar has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.


Multiattack. The boar makes three attacks: two with its tusks and one with its hooves.

Tusk. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) piercing damage plus 7 (2d6) radiant damage.

Hooves. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage plus 10 (3d6) radiant damage.

Healing Touch (3/Day). The boar touches another creature. The target magically regains 20 (4d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.


Unbridled Fury. In response to being hit by a melee attack, the boar can make one melee weapon attack with advantage against the attacker.


The boar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The boar regains spent legendary actions at the start of its turn.

Hooves. The boar makes one attack with its hooves.
Charge. The boar moves half its speed toward a hostile target and makes a tusk attack.
Heal Self (Cost 3 Actions). The boar magically heals 16 (4d6 + 2) hit points.

Given to the Vanir by the dwarves Brokkr and Eitri, Gullinbursti is the best among boars. He is Freyr's steed and his bristles, made of gold, glow bright in the dark.

Golden Bristles. Gullinbursti was forged by the dwarves as part of a bet with the trickster Loki: Loki bet that they could not forge better gifts for the gods than a rival pair of dwarves, the Sons of Ivaldi, and offered them his head. Brokkr and Eitri accepted and set to work, but Loki transformed into a bitting fly to distract Eitri as he blew into the bellows. Despite this interference, only one mistake was made in the gifts: one gift, a weapon, had too short of a handle to be used with two hands.
One the day of the wager, the Sons of Ivaldi presented their gifts: golden hair for Sif, Freyr's ship Skíðblaðnir, and Odin's spear Gungnir. Brokkr and Eitri then presented their gifts, being the ring Draupnir, Gullinbursti, and the weapon: Mjolnir, Thor's hammer. Brokkr and Eitri's gifts won, but Loki told them that to get his head they had to cut his neck, which was not part of the deal. Brokkr went to Odin, but Odin sided with Loki, so he kept his head.
Freyr kept Gullinbursti and rides him to wherever he goes. As previously stated, his bristles glow in the dark and so Freyr has little to worry of getting lost. Aside from that, little is known about the boar, but Freyr obviously values him highly.

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