Charge. If the Watersheep runs at least 20 feet toward a target before ramming it, the Watersheep may cause the target to make a DC 15 strength saving throw or fall prone.
Amphibious. The Watersheep can breath air an water.
Innate Spellcasting. The Watersheep can innately cast the following spells. It's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The Watersheep can innately cast the following spells, requiring no material components:
At will: Ray of Frost, Fog Cloud
1/day each: Create or Destroy Water, Sleet Storm, Lightning Bolt, Control Weather
Magic Weapons. The Watersheep's weapon attacks are magical for the purpose of overcoming resistance and immunity.
Multiattack. The Watersheep makes up to 3 melee attacks, only one of which may be a ram.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 12 (3d6 + 2) bludgeoning damage.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 22 (4d8+4) bludgeoning damage.
Spit. RangedWeapon Attack: +7 to hit, range 20/50 ft., 1 target. Hit: 31 (5d10 + 4) acid damage.
Lightning Bolt (Recharge 3-6). RangedWeapon Attack: +7 to hit, range 50/200 ft., 1 target. Hit: 37 (6d10 + 4) lightning damage.
Description
Watersheep are common sheep found throughout the world, mainly near or in bodies of water. They have special abilities such as being able to control the weather, create bolts of lightning, and breathe underwater. Most like to live near the water rather than in it, and they have been known to build temples and settlements with their intelligence, which is that of a human. Watersheep communicate using the sheep language, consisting mostly of bleats. Only a few humanoids have ever been able to speak their language.
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