Sure Footed. The sheep has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Desert Adaptation. If the sheep has sand or dust in its eyes, it does not have its vision obscured or suffer blindness as a result.
Sand Creature. Once the sheep has used its Sand Puff or Sand Cloud, it may not use either ability again if there is no sand within 5 ft. of it.
Sand Cloud (recharge 5-6). The sheep releases a cloud of sand and dust in a 15 ft. sphere centered on the sheep. The area covered by the cloud is heavily obscured. The cloud dissipates on the sheep's next turn or if affected by strong winds such as the Gust of Wind spell.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Acid Spit. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target/two targets within 5 ft. of each other. Hit: 3 (1d4 + 1) acid damage.
Sand Puff. If a creature enters the sheep's melee range and the sheep can see it, the creature makes a DC 15 Dexterity saving throw. On a failure, the creature has sand in its eyes; it is blinded and it must use an action to unblind itself.
Description
A sheep that has drastically mutated in the harsh arid climate. It uses the terrain to its advantage, storing sand in its woollen coat and expelling it to disorient its foes.
Its body suits its carnivorous lifestyle; its teeth are sharp and suited to tearing through animals of the desert. Finally, it can spray acid from its mouth, as if to spit in the face of nature one last time.
They roam in herds, preying on their cohabitants and wandering adventurers.
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