Sheepsquatch, “The Beast of the Hidden Hollows”
“Discover the terrifying mystery of the Sheepsquatch: a monstrous, bear-like creature with the head of a sheep lurking in the Appalachian wilderness!”
The Sheepsquatch is a fearsome cryptid reported to roam the remote, mist-shrouded wilderness of the Appalachian Mountains, primarily in West Virginia. Towering at over 7 feet tall, its muscular body resembles that of a bear, with long, shaggy white fur that blends seamlessly with the snow-covered terrain. The creature’s head, however, is a chilling departure from its bear-like form—large, with twisted ram’s horns curling around its skull, a face similar to that of a sheep or goat, complete with glowing red eyes and sharp, jagged teeth.
The Sheepsquatch is nocturnal and elusive, typically observed at night or during the twilight hours. Its behavior is largely secretive, and those who claim to have encountered it often report hearing low, guttural growls or distant bleats. When threatened, it is said to display immense aggression, lashing out with powerful claws and brute strength, sometimes attacking vehicles or tearing through fences with ease. Witnesses also describe a unique, foul-smelling odor surrounding the creature—an unmistakable sign of its presence.
Its habitat consists of dense forests, caves, and the remote mountain valleys of Appalachia, areas where few humans venture. The Sheepsquatch tends to stay far from human settlements, but there are occasional reports of livestock being found mutilated or missing, with signs of violent struggle, which could point to its predatory nature. While the Sheepsquatch isn’t considered an outright man-eater, its motivations are likely tied to a need to protect its territory and assert dominance over its environment.
The creature’s modus operandi appears to involve stalking its prey from the shadows, silently tracking through the underbrush or high on cliffs. It strikes swiftly when it feels cornered or when its territory is infringed upon, and it is known to disappear back into the wilderness almost as quickly as it appears. Its motivations seem to stem from a territorial instinct and a drive to defend its domain from perceived threats, whether those be human or animal. Despite its fierce nature, the Sheepsquatch remains largely a mystery, with only a handful of encounters and cryptic stories to keep its legend alive.
Sheepsquatch 5e
Sheepsquatch Pathfinder
Sheepsquatch
Large monstrosity, chaotic evil
Armor Class: 17 (Natural Armor)
Hit Points: 230 (20d10 + 100)
Speed: 40 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 14 (+2) | 21 (+5) | 8 (-1) | 16 (+3) | 12 (+1) |
Saving Throws: Str +11, Con +10, Wis +8
Skills: Perception +8, Stealth +7
Damage Resistances: Cold, Bludgeoning, Piercing, and Slashing from non-magical attacks
Senses: Darkvision 120 ft., Passive Perception 18
Languages: Understands Common and Sylvan, but cannot speak
Challenge: 12 (8,400 XP)
TRAITS
Keen Smell. It has advantage on Wisdom (Perception) checks that rely on smell.
Mythic Presence (Recharge 5-6). The Sheepsquatch can use its action to emit a bone-chilling bleat or growl that instills terror in creatures around it. All creatures within 60 feet of the Sheepsquatch that can hear it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regeneration. The Sheepsquatch regains 20 hit points at the start of its turn if it has at least 1 hit point remaining. If the Sheepsquatch takes fire or acid damage, this trait doesn’t function on its next turn.
Climbing Agility. The Sheepsquatch can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
ACTIONS
Multiattack. It makes three attacks: one with its Ram Horns, one with its Claws, and one with its Bite.
Ram Horns. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 6) slashing damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 6) piercing damage.
LEGENDARY ACTIONS
It can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Sheepsquatch regains spent legendary actions at the start of its turn.
- Terrifying Growl. The Sheepsquatch growls with an eerie, bone-chilling sound. Each creature of its choice within 30 feet of it that can hear it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
- Lash Out. The Sheepsquatch makes a claw attack against one creature within 5 feet.
- Leap. The Sheepsquatch moves up to its movement speed without provoking opportunity attacks.
REACTIONS
Vicious Counter. When a creature hits the Sheepsquatch with a melee attack, it can use its reaction to immediately make a Bite attack against the attacker.
SPELLS (Innate Abilities)
The Sheepsquatch can cast the following spells, requiring no components. It has 3 spell slots of each level:
- At will: Detect Magic, Hunter’s Mark, Fog Cloud
- 3/day each: Entangle, Darkness
- 1/day each: Fear, Greater Invisibility
TACTICS AND BEHAVIOR
- Ambush and Disorient: The Sheepsquatch uses Fog Cloud and Darkness to obscure its movements and confuse its prey, preferring to strike from the shadows.
- Terrifying Presence: It uses Mythic Presence early to break enemy lines and sow fear. The Sheepsquatch targets isolated or weaker foes, striking swiftly with its powerful attacks.
- Regeneration and Retreat: The Sheepsquatch uses its Regeneration to endure prolonged combat and retreat to more advantageous terrain if overwhelmed.
- Territorial Defender: It is fiercely territorial and will attack anyone who encroaches on its domain, using its environment to gain tactical advantage.
ENVIRONMENT
The Sheepsquatch prefers dense forests, caves, and isolated mountain ranges. It thrives in places that offer cover and escape routes, where its stealth and regenerative abilities can keep it safe from hunters or adventurers.
SIZE
The Sheepsquatch stands 10 feet tall and weighs around 1,200 pounds.
LEGEND AND MOTIVATION
The Sheepsquatch is a solitary, territorial creature that is both feared and revered. It may be a guardian of ancient, hidden places, or a manifestation of wild, untamed nature. Its motivations are unclear, but it will attack anyone who poses a threat to its home.
Sheepsquatch
This hulking, roughly humanoid figure has a fanged maw and curling horns. Thick white wool covers its body.
Taken from the Creature Codex
Sheepsquatches represent a failure of abyssal magic and selective breeding. The goal was to create a creature that combined the might of a sasquatch with the group instincts and easily led personalities of a beast of burden.
Unfortunately, they inherited all of the brains of their ovine predecessors, making them docile and stupid. Some cults keep sheepsquatches for their wool and imposing forms, but many have been let free to roam the wilderness.
They have the herding instincts of sheep, but lack their fecundity—sheepsquatch herds are typically small in size. They are omnivorous, capable of eating animal and plant matter in equal proportions. The natural musk of a sasquatch has been amplified into a sulfurous reek that repels predators and prevents their prey from fighting back.
A sheepsquatch stands nine feet tall when on its back legs, but they typically move around on all fours. They hate their sasquatch relatives, possibly out of some atavistic memory of their origins, and kill them whenever possible.
Demonic Sheepsquatch
A few creatures have been further altered by monster cults through infusions of demon blood, returning to them a measure of intelligence and all the belligerence of a proper carnivore. A demonic sheepsquatch has an Int of 8, resist cold, electricity and fire 10, and loses the docile special quality. A demonic sheepsquatch is CR 6.
Sheepsquatch CR 5
XP 1,600
N Large magical beast
Init +4; Senses darkvision 60 ft., low-light vision, Perception +10
Aura stench (30 ft., DC 17)
Defense
AC 15, touch 9, flat-footed 15 (-1 size, +6 natural)
hp 57(6d10+24)
Fort +9, Ref +5, Will +3
DR 10/melee
Offense
Speed 40 ft.
Melee 2 claws +8 (1d6+4), bite +8 (1d6+4)
Space 10 ft.; Reach 10 ft.
Statistics
Str 27, Dex 11, Con 18, Int 2, Wis12, Cha 11
Base Atk +6; CMB +15; CMD 25
Feats Improved Initiative,Power Attack, Skill Focus (Stealth)
Skills Perception +10, Stealth +8 (+12 in forest), Survival +10; Racial Modifiers +4 Perception, +4 Stealth (+8 in forests), +4 Survival
SQ docile,improved woodland stride
Ecology
Environment temperate and cold forests and plains
Organization solitary, pair or herd (3-12)
Treasure none
Special Abilities
Damage Reduction (Ex) A sheepsquatch’s damage reduction protects the creature from ranged weapon attacks. Oversized ranged weapons, like siege weapons and the rocks of a giant, are not impeded by this damage reduction.
Docile (Ex) A sheepsquatch treats all its natural weapons as if they were secondary attacks.
Improved Woodland Stride (Su) A creature can move through any sort of natural or magically altered undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment.