Sheepsquatchs (5e Fallout Supplement)

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Sheepsquatch[edit]

Large abomination, unaligned


Armor Class 18 All (natural armor)
Hit Points 175 (13d10 + 104)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 26 (+8) 4 (-3) 25 (+7) 10 (+0)

Saving Throws Con +13 Int +5, Cha +11
Damage Resistances Explosive
Damage Immunities Radiation, Poison Energy
Condition Immunities frightened, poisoned.
Senses darkvision 60 ft., passive Perception 17
Languages
Challenge 14 (11,500 XP)


Second Wind. Once it drops below 50 health the Sheepsquatch automatically regains 55 (10d10) health.

Charge. If the Sheepsquatch moves at least 10 ft straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 13 (3d8) melee damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.

ACTIONS

Multiattack. The Sheepsquatch can make two melee attacks, one with its claws and one with its horns.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d8+8) melee damage.

Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d10+8) melee damage.

Shoot Quills. (Recharge 4-5) The Sheepsquash fires a flurry of quills from it's back in a 20 ft area around it. Every creature within range must make a DC 16 Dexterity saving throw, taking 44 (7d10+8) melee damage plus an additional 12 (3d8) poison damage on a fail and half that on a success. The creature must make a DC 14 Constitution saving throw or become poisoned.

Quill Throw. Range Weapon Attack: +8 to hit, range 20/50 ft., one target. Hit: 9 (2d8) melee damage plus an additional 9 (2d8) poison damage. The creature must make a DC 14 Constitution saving throw or become poisoned.


The Sheepsquatch is a cryptid rumored to have been stalking the Appalachian mountains since before the Great War.

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