Cleon
Legend
Wereram working draft
Weresheep
Weresheep, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15
Base Attack/Grapple: +4/+5
Attack: Quarterstaff +5 melee (1d6+1); or sling +4 ranged (1d4+1)
Full Attack: Quarterstaff +5 melee (1d6+1); or sling +4 ranged (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, ovine empathy, low-light vision, scent
Saves: Fort +7, Ref +4, Will +6
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1*, Jump +3, Listen +6, Ride +2*, Spot +6, Swim +3
Feats: Alertness, Weapon Focus (gore), Iron Will (B)
Environment: Temperate mountains, hills, and plains
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 10-100 sheep or 5-30 dire sheep)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Weresheep, Sheep Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +4/+14
Attack: Gore +10 melee (1d8+9); or bite +9 melee (1d8+6)
Full Attack: Gore +10 melee (1d8+9); or bite +9 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, powerful charge, stampede
Special Qualities: Alternate form, ovine empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +10, Ref +4, Will +6
Abilities: Str 23, Dex 11, Con 20, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1*, Jump +8, Listen +6, Ride +2*, Spot +6, Swim +3
Feats: Alertness, Weapon Focus (gore), Iron Will (B)
Environment: Temperate mountains, hills, and plains
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 10-100 sheep or 5-30 dire sheep)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Weresheep, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +4/+14
Attack: Gore +10 melee (1d8+9); or bite +9 melee (1d8+6); or quarterstaff +9 melee (1d8+9)
Full Attack: Quarterstaff +9 melee (1d8+9) and bite +4 melee (1d8+3); or gore +10 melee (1d8+9) and bite +4 melee (1d8+3); or sling +3 ranged (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy, powerful charge, stampede
Special Qualities: Alternate form, ovine empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 23, Dex 11, Con 20, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1*, Jump +8, Listen +6, Ride +2*, Spot +6, Swim +3
Feats: Alertness, Weapon Focus (gore), Iron Will (B)
Environment: Temperate mountains, hills, and plains
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 10-100 sheep or 5-30 dire sheep)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Weresheep in humanoid form tend to be stocky with curly, pale hair. They usually dress like shepherds in simple garments of cloth and wool that are easy to remove, repair, or replace.
Male weresheep are called wererams and have spectacular spiral horns. Female weresheep, or wereewes, are slighter in built and have smaller horns but have the same statistics as wererams.
COMBAT
Weresheeps fight just as dire sheep do in animal form, they usually start combat with a powerful charge. In humanoid or hybrid form, they favour weapons commonly used by shepherds, such as spears, quarterstaves, slings and shortbows. The weresheep’s quarterstaff is a Medium weapon, so it can wield the weapon in one hand in hybrid form. A weresheep carries two slings, one Medium sized and one Large sized, to use in human and hybrid form.
Alternate Form (Su): A weresheep can assume the form of a dire sheep or a sheep-humanoid hybrid.
Ovine Empathy (Ex): A weresheep can communicate with any animal of the sheep family, including sheep, dire sheep and giant sheep. A weresheep also has a +4 racial bonus on Charisma-based checks against ovines.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a weresheep’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Powerful Charge (Ex): When a weresheep charges, its gore attack deals 2d8+12 points of damage.
Stampede (Ex): A flock of weresheep and dire sheep can literally run over anything of Large size or smaller size that gets in their way, dealing 1d12 points of damage for each five weresheep or dire sheep in the flock (Reflex DC 18 half ). The weresheep must be in animal or hybrid form to contribute to the stampede damage, weresheep in human form can only start and guide a stampede. Weresheep can direct a flock of dire sheep to stampede in a particular direction with a DC20 Handle Animal check, but once the dire sheep stampede over any creature that injures them, the sheep will flee in a random direction, traveling away from perceived sources of danger. A flock entirely composed of weresheep can stampede in any direction it desires. The save DC is Strength-based.
The weresheep presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Weresheep
Weresheep, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15
Base Attack/Grapple: +4/+5
Attack: Quarterstaff +5 melee (1d6+1); or sling +4 ranged (1d4+1)
Full Attack: Quarterstaff +5 melee (1d6+1); or sling +4 ranged (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, ovine empathy, low-light vision, scent
Saves: Fort +7, Ref +4, Will +6
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1*, Jump +3, Listen +6, Ride +2*, Spot +6, Swim +3
Feats: Alertness, Weapon Focus (gore), Iron Will (B)
Environment: Temperate mountains, hills, and plains
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 10-100 sheep or 5-30 dire sheep)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Weresheep, Sheep Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +4/+14
Attack: Gore +10 melee (1d8+9); or bite +9 melee (1d8+6)
Full Attack: Gore +10 melee (1d8+9); or bite +9 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, powerful charge, stampede
Special Qualities: Alternate form, ovine empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +10, Ref +4, Will +6
Abilities: Str 23, Dex 11, Con 20, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1*, Jump +8, Listen +6, Ride +2*, Spot +6, Swim +3
Feats: Alertness, Weapon Focus (gore), Iron Will (B)
Environment: Temperate mountains, hills, and plains
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 10-100 sheep or 5-30 dire sheep)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Weresheep, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +4/+14
Attack: Gore +10 melee (1d8+9); or bite +9 melee (1d8+6); or quarterstaff +9 melee (1d8+9)
Full Attack: Quarterstaff +9 melee (1d8+9) and bite +4 melee (1d8+3); or gore +10 melee (1d8+9) and bite +4 melee (1d8+3); or sling +3 ranged (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy, powerful charge, stampede
Special Qualities: Alternate form, ovine empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 23, Dex 11, Con 20, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1*, Jump +8, Listen +6, Ride +2*, Spot +6, Swim +3
Feats: Alertness, Weapon Focus (gore), Iron Will (B)
Environment: Temperate mountains, hills, and plains
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 10-100 sheep or 5-30 dire sheep)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Weresheep in humanoid form tend to be stocky with curly, pale hair. They usually dress like shepherds in simple garments of cloth and wool that are easy to remove, repair, or replace.
Male weresheep are called wererams and have spectacular spiral horns. Female weresheep, or wereewes, are slighter in built and have smaller horns but have the same statistics as wererams.
COMBAT
Weresheeps fight just as dire sheep do in animal form, they usually start combat with a powerful charge. In humanoid or hybrid form, they favour weapons commonly used by shepherds, such as spears, quarterstaves, slings and shortbows. The weresheep’s quarterstaff is a Medium weapon, so it can wield the weapon in one hand in hybrid form. A weresheep carries two slings, one Medium sized and one Large sized, to use in human and hybrid form.
Alternate Form (Su): A weresheep can assume the form of a dire sheep or a sheep-humanoid hybrid.
Ovine Empathy (Ex): A weresheep can communicate with any animal of the sheep family, including sheep, dire sheep and giant sheep. A weresheep also has a +4 racial bonus on Charisma-based checks against ovines.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a weresheep’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Powerful Charge (Ex): When a weresheep charges, its gore attack deals 2d8+12 points of damage.
Stampede (Ex): A flock of weresheep and dire sheep can literally run over anything of Large size or smaller size that gets in their way, dealing 1d12 points of damage for each five weresheep or dire sheep in the flock (Reflex DC 18 half ). The weresheep must be in animal or hybrid form to contribute to the stampede damage, weresheep in human form can only start and guide a stampede. Weresheep can direct a flock of dire sheep to stampede in a particular direction with a DC20 Handle Animal check, but once the dire sheep stampede over any creature that injures them, the sheep will flee in a random direction, traveling away from perceived sources of danger. A flock entirely composed of weresheep can stampede in any direction it desires. The save DC is Strength-based.
The weresheep presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
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