Armor Class
13
Natral armor
Hit Points
14
(1d8 + 10)
Speed
25 ft., Swim 15 ft. it ir can not use Ignite for 1d4 hours
STR
12
(+1)
DEX
10
(+0)
CON
13
(+1)
INT
2
(-4)
WIS
10
(+0)
CHA
5
(-3)
Saving Throws
STR +3, DEX +2
Damage Resistances
Cold
Damage Immunities
Bludgeoning, Fire
Senses
Truesight, Passive Perception 5
Languages
Druidic only level 16 druids can understand
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
- Sure-Footed: A sheep has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
Ignite. It can ignite is self and runs to and hostel creatures. Each creature within 10 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
Reactions
surprise explosion. Each creature within 10 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
Description
a drunken mage use a fusion spell on a sheep and gunpowder.i
it looks like a normal sheep with black and gray fur.
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