Sheepsquatch
Huge Monstrosity, Chaotic Evil
Lore & Background
Deep in the misty hollows of the Appalachian wilderness, hunters whisper of a beast born from twisted magic and primal rage—the Sheepsquatch. Once a docile mountain creature, it was warped by ancient ley-line corruption and lingering planar energy from forgotten rituals. Its wool became bristling quills, its horns grew jagged and black, and its flesh cracked with glowing red fissures that pulse with chaotic power.
Legends claim the Sheepsquatch stalks lonely trails, drawn to blood and fear. It is territorial, hunting anything that trespasses into its domain. Some scholars speculate it is a failed guardian beast, abandoned by druids who sought to bind elemental fury into flesh. Others believe it is a herald of planar instability, a living omen of chaos.
Cryptid hunters and occultists prize its quills for venomous properties and its horns for dark rituals. Few survive an encounter—the beast fights with relentless aggression, never fleeing, even when wounded. When enraged, its mutations flare, igniting its body with crimson light and granting it unnatural resilience.
Sheepsquatch Stat Block
Armor Class: 17 (Natural Armor)
Hit Points: 225 (18d12 + 108)
Speed: 40 ft.
STR 24 (+7) | DEX 14 (+2) | CON 22 (+6) | INT 5 (-3) | WIS 14 (+2) | CHA 8 (-1)
Saving Throws: Str +11, Con +10
Skills: Perception +6
Damage Resistances: Nonmagical Bludgeoning, Piercing, Slashing
Damage Immunities: Poison
Condition Immunities: Frightened
Senses: Darkvision 60 ft., Passive Perception 16
Languages: Understands Sylvan but cannot speak
Challenge: 13 (10,000 XP)
Proficiency Bonus: +5
Traits
Legendary Resilience (Mutated Form): When reduced to half HP, the Sheepsquatch mutates, regaining 50 HP and gaining advantage on attack rolls until the end of combat. Its body glows red, and quills ignite with chaotic energy.
Quill Barrage (Recharge 5–6): As an action, the Sheepsquatch launches a volley of poisonous quills in a 30-ft cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 45 (10d8) piercing damage and 18 (4d8) poison damage on a failed save, or half as much on a success.
Terrifying Howl (Recharge 6): Emits a bone-chilling howl. All creatures within 60 ft. must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute.
Unyielding Predator: The Sheepsquatch cannot be permanently crippled. If both legs are damaged, it collapses for 1 round but then rises again.
Actions
Multiattack: The Sheepsquatch makes three attacks: one with its horns and two with its claws.
Horns: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 7) bludgeoning damage.
Claws: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 7) slashing damage.
Ram Charge: If the Sheepsquatch moves at least 20 ft. straight toward a target and then hits with its horns, the target takes an extra 18 (4d8) bludgeoning damage and must succeed on a DC 18 Strength saving throw or be knocked prone.
Legendary Actions
The Sheepsquatch can take 3 legendary actions, choosing from the options below:
Quill Strike: Make a ranged quill attack against one creature within 60 ft. (+9 to hit, 3d10 piercing damage).
Leap: Move up to half its speed without provoking opportunity attacks.
Howl: Force one creature within 30 ft. to make a DC 16 Wisdom save or be frightened until the end of its next turn.
Tags
Modellquelle
