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Adopted By
Quantumboost (talk)
Original Creator: FrankTrollman
Date Adopted: 3/21/2010
Status: Complete
Editing: Spelling and Grammar only


Mareep
Size/Type: Small Magical Beast (Electricity)
Hit Dice: 2d10+2 (13 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft.
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/-4
Attack: Slam +1 melee (1d4-2, Static Charge) or Shock +4 ranged touch (1d4 electricity, stun)
Full Attack: Slam +1 melee (1d4-2, Static Charge) or Shock +4 ranged touch (1d4 electricity, stun)
Space/Reach: 5 ft./5 ft.
Special Attacks: Construct Dreams, Static Charge, Shock
Special Qualities: Resistance to Cold 5, Electricity 5 and Fire 5
Saves: Fort +4, Ref +4, Will -1
Abilities: Str 7, Dex 13, Con 12, Int 4, Wis 9, Cha 12
Skills: Concentration +6
Feats: Combat Reflexes
Environment: Any plains.
Organization: Solitary or Flock (4-40 Mareep with 0-3 Flaaffy)
Challenge Rating: 1
Treasure: Standard.
Alignment: Usually Neutral
Advancement: 3-5 HD (Small), 6 HD (Medium)
Level Adjustment:


Mareep are blue skinned sheep with lovely golden fleece. A Mareep has yellow and black striped horns which are enormously thick and are not sharp. The striped tail of a Mareep ends in a large golden ball that acts as a tesla coil and emits shocking electric jolts. Mareeps hold a large negative charge, which causes their fleece to poof out to ridiculous proportions.

Mareep are comical and fluffy, and are not brave. Mareep can be quite cuddly when they want to be, as they can keep their negativity to themselves.

Combat[]

Tactics Round-by-Round:

If pressed into combat, a Mareep will run around haphazardly shocking things.

  • Round 0: Attempt to hide behind other members of the flock. If none are around, make the attempt anyway.
  • Round 1: Charge an enemy.
  • Round 2: Shock an enemy (not necessarily the same enemy).
  • Round 3: Charge an enemy again.
  • Round 4: Repeat one or more of these steps or run away.

Construct Dreams (Ex): Any Construct creature within 30 feet of a Mareep has its type immunities to sleep effects and nonlethal damage negated for as long as the Mareep remains within 30 feet of the construct and for 1 minute afterwards. Constructs so affected can be affected by the sleep effects of poisons and mind influencing spells and effects that they are normally immune to.

Shock (Sp): A Mareep can emit a shocking arc of electricity at a single target within Close range (25 ft. plus 5 ft./2 hit dice). The Mareep must hit with a ranged touch attack, which if successful causes 1d4 electricity damage and forces the victim to make a Fortitude save (DC 10 + 1/2 Hit Dice + Charisma Modifier) or become stunned for 1d3 rounds. The Mareep cannot use Shock for 1d4 rounds after using it.

The sample Mareep has a save DC of 12 for its Shock.

Static Charge (Su): A Mareep inflicts an extra 1d6 electricity damage with its natural attacks when charging.


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