Argus Sheep (3.5e Monster)
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Argus Sheep | |
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Size/Type: | Huge Magical Beast |
Hit Dice: | 12d10+72 (138 hp) |
Initiative: | +5 |
Speed: | 30 ft |
Armor Class: | 25 (+1 dex, +16 natural, -2 size), touch , flat-footed |
Base Attack/Grapple: | +12/+20 |
Attack: | Eight Bites +16 melee (1d6+6, 20/x2) |
Full Attack: | Eight Bites +16 melee (1d6+6, 20/x2) |
Space/Reach: | 15 ft/10 ft |
Special Attacks: | Sheep Control, Static Bolt, The Baas Have It |
Special Qualities: | Absorb Sheep, Darkvision 60 ft, DR 10/piercing, Fluffy Armor, Hundred Heads, Immunities, Low-Light Vision, Sheep Trap |
Saves: | Fort +13, Ref +9, Will +7 |
Abilities: | Str 22, Dex 13, Con 20, Int 4, Wis 13, Cha 4 |
Skills: | Listen +16, Spot +21 |
Feats: | DiehardB, Power Attack, Improved ToughnessCW, Iron Will, Improved Critical (bite), Improved Initiative |
Environment: | Temperate Plains |
Organization: | Solitary, Leader (1+10-100 normal sheep) |
Challenge Rating: | 8 |
Treasure: | None |
Alignment: | Usually Chaotic Neutral |
Advancement: | 9-16 HD (Huge), 17-24 HD (Gargantuan) |
Level Adjustment: | — |
This "sheep" is a massive rolling pile of flesh and wool, twitching limbs splayed out in painful directions and hundreds of head baa'ing incessantly. It begins rolling its malicious multiheaded mass towards you...
A horrifying abomination believed to begin life as a microscopic parasite, it begins devouring its host sheep and any it comes in contact with for extended periods of time, until the sheep fuse together into a giant monster, their parts links together. The creature is simple minded, largely focusing on eating, and destroys both grass and flesh with ease. It is also intelligent, if barely, allowing it to plan and strategize keeping itself hidden in masses of sheep without being found until it is too late.
Argus sheep do not speak, but most understand common.
Combat[edit]
Argus sheep are dangerous in melee, able to tear things apart with their many bites. They have a hydra-like ability to attack with all of their heads at once, through they are only limited to eight heads per creature at any one time. Being at range helps, but they have powerful electric shocks they can use to destroy targets at range.
Absorb Sheep (Ex): An argus sheep can pass through the spaces of other sheep with no problems, even ignoring difficult terrain. Once per round as a free action it can cause a sheep to make a Fortitude save, DC 19, or die. It absorbs the sheep and recovers a number of hit points equal to the sheep's current hit points. The save DC is Constitution based.
Fluffy Armor (Ex): Argus sheep are covered in massive amounts of soft wool, which gives them their damage reduction/piercing. In addition, they take half damage from bludgeoning, and bludgeoning damage is always nonlethal. If the argus sheep takes up to 69 points of slashing damage (before damage reduction), it is considered sheered and it loses its fluffy armor ability for 1 week.
Hundred Heads (Ex): The argus sheep is composed of a hundred sheep fused together. It gives them a hydra-like ability to attack with all their heads at once. As a standard action they may attack with up to eight heads per target. Having so many heads also makes them immune to flanking, gives them a +20 bonus on Spot checks, and makes them effectively invulnerable to vorpal, blindness, and targeted mind-affecting effects. Area effect mind-affecting effects still function. However because it has so many eyes, it takes a -4 penalty to gaze attacks.
Immunities (Ex): The argus sheep is immune to blindness, critical hits and precision damage, flanking, and targeted mind-affecting effects.
Sheep Control (Sp): The argus sheep can cast dominate animal at will, but only on sheep (DC 14). The save DC is Wisdom based.
Sheep Trap (Su): The argus sheep can compress its body efficiently so it adopts the shape and size of a fat but otherwise normal looking sheep. Treat this as polymorph but limited to the form of a sheep. It may dismiss it as a move action.
Static Bolt (Ex): The argus sheep builds up charges every time it moves. After it has taken at least 3 move actions it is considered charged, and may release eight lightning bolt spells in any direction (DC 18 Reflex). The damage from these bolts overlap, they do not stack, and the sheep is discharged afterward requiring 3 move actions at least 10 ft each. A double move action is considered 2 move actions to charge up. The saving throw is Constitution based.
Though the argus sheep is not immune to electricity, it channels it well. If struck by electrical damage, it causes the damaging effect to occur in a 20 ft radius burst centered on itself, and is automatically charged up.
The Baas Have It (Ex): As a swift action, the argus sheep's many heads can release a cacophonic array of baa noises. All creatures within 20 ft must make Concentration checks to cast spells (DC 20), and the DC to hear anything in this area rises by +20. This applies for 1 round.
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Eiji-kunv |
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Alignment | Usually Chaotic Neutral + |
Author | Eiji-kun + |
Challenge Rating | 8 + |
Environment | Temperate Plains + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Undiscussed + |
Size | Huge + |
Title | Argus Sheep + |
Type | Magical Beast + |