Large Monstrosity, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 70 (4d10 + 25)
Speed 30 ft.
STR
19 (+4)
DEX
11 (+0)
CON
19 (+4)
INT
3 (-4)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +8
Senses Darkvision 60 ft., Passive Perception 18
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions

Multiattack. The abominable flock makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Meager Poison Breath (Recharge 5–6). The largest head exhales noxious fumes in a 15-­-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 12 (3d8) poison damage on a failed save, or half as much damage on a successful one. Creatures who take the full damage must roll a DC 15 Constitution saving throw or suffer the poisoned status.

Description

An abominable flock is a vile combination of 10 sheep and features the heads, limbs, and other anatomy of all those creatures horrifically mashed together. It appeared from the grass, at first seeming to be an actual flock of nervous sheep clumped together. Unlike the hooved horror, the abominable flock has no means or intention of communicating.

Habitat: GrasslandHillMountainUnderdark

wesfj3

Comments

Posts Quoted:
Reply
Clear All Quotes