The Forgotten Company
because there isn’t one in the beastiary
Hit Dice: 3d8 + 6 (19 hp)
Initiative: 2 Dex, +3 natural)
Attacks: Gore +5 melee
Damage: Gore 1d8 +3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Knockback, Improved Charge
Special Qualities: Scent
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 16, Dex 15, Con 14, Int 4, Wis 12, Cha 4
Skills: Listen +8, Spot +5
Climate/Terrain: Any land
Organization: Solitary or Herd (3-6)
Challenge Rating: 2
Alignment: Always neutral
Advancement: 4-6 HD (Large-size)
Sheep are traditionally cowardly, more often than not fleeing from danger. Males will tend to protect the rest, charging with their horns.
A Sheep prefers to attack by charging its opponent, doing so every turn with its improved charge ability.
Knockback (Ex): When a Sheep successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the Sheep does not provoke an attack of opportunity for initiating the bullrush, the Sheep does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The Sheep also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge.
Improved Charge (Ex): A Sheep can charge if he moves in a straight line of at least 15 feet for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action.