TEXT: WERESHEEP
  
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  www.koboldpress.com
  Design: The Four Horsemen
  Art: Addison Rankin
  Art Director & Graphic Design: Marc Radle
  Accountant: Shelly Baur
  Publisher: Wolfgang Baur
  CREDITS
  WERESHEEP
  
  3
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
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  	 System	Reference	Document.	©	2000.	Wizards	of	the	Coast,	Inc;	Authors	Jonathan	Tweet,	
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   Weresheep. © 2016 Open Design. Authors: Dan Dillon, Steve Helt, Stephen 
  Rowe.
  Baa at tHE Moon!
  OPEN GAME LICENSE Version 1.0a
  Weresheep. How did we get here? It all started as a 
  joking suggestion from a backer on the Advanced 
  Races Compendium Kickstarter campaign page, that he 
  might pledge for a higher backer level and sponsor a 
  weresheep as an addition to the NPC codex. Our own 
  Famine nixed the idea, but I, being the dubious team 
  player that I am, egged it on. The joke snowballed, 
  became incentive to hit $50,000 on the campaign, and 
  here we are. 
  The Four Horsemen writing collective was tasked 
  with delivering compelling NPC villains who were, 
  in fact, weresheep. It’s not in our nature to back down 
  from a design challenge, and you hold the result in your 
  hands. We dug deep, pushed silly aside, and have crafted 
  for you three apocalyptic-themed weresheep NPCs to 
  serve as antagonists or dubious allies in your Pathfinder 
  game. We couldn’t be more pleased with the result. 
  The Four Horsemen push hard to deliver strong 
  mechanics married to compelling story, often with a 
  horror slant. Pestilence embraced the idea and led the 
  way, and these sheep fit right into the fold. Keep silver 
  close at hand, and beware the moonlit bleating!
  -Death (Dan Dillon)
  
  4
  This towering humanoid’s gray skin is ashen and 
  gaunt, and his eyes are sunken into their sockets. 
  He is bedecked in sheepskins and bleached bones, 
  and the great black scythe in his hands slices the 
  air with a moan.
  GROMEK PALEBONES (GIANT FORM)       CR 15
  XP 51,200
  Stone giant natural weresheep shaman 7 (augmented 
  humanoid [giant]) (Advanced Class Guide)
  NE Large humanoid (giant, half-undead, shapechanger)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +21
  DEFENSE
  AC 28, touch 11, flat-footed 26 (+6 armor, +2 Dex, +11 
  natural, –1 size)
  hp 180 (19d8+95)
  Fort +15, Ref +8, Will +14
  Defensive Abilities rock catching; Immune acid, death 
  effects, disease, negative levels, poison; Resistance 
  cold 10, electricity 10, fire 10
  OFFENSE
  Speed 40 ft.
  Melee life-drinker scythe +24/+19/+14 (2d6+14/19–
  20/x4 plus 2 negative levels) or 2 slams +22 (1d8+9)
  Ranged rock +15/+10/+5 (1d8+13)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (180 ft.), touch of the 
  grave (2/day)
  Shaman Spells Prepared (CL 7th, concentration +12)
  4th—thorn bodyAPG
  3rd—fly, sleet storm
  2nd—barkskin, bull’s strength, spiritual weapon
  1st—bless, inflict light wounds, obscuring mist
  Orisons—bleed, detect magic, resistance, touch of 
  fatigue (DC 15)
  STATISTICS
  Str 28, Dex 15, Con 20, Int 10, Wis 18 (20), Cha 8
  Base Atk +14; CMB +24; CMD 36
  Feats Blind Fight, Improved Critical (scythe), Improved 
  Initiative, Lunge, Multiattack, Point Blank Shot, Power 
  Attack, Quick Draw, Weapon Focus (scythe)
  Skills Acrobatics +9, Climb +11, Fly +3, Perception +15, 
  Stealth +14 (+22 in rocky terrain); Racial Modifiers 
  +8 Stealth in rocky terrain
  Languages Common, Giant; telepathy 100 ft.
  SQ bone wardACG, deathly beingACG, change shape 
  (giant, hybrid, sheep; polymorph), deliver touch spells, 
  lycanthropic empathy (sheep), spiritACG, spirit animalACG, 
  spirit magicACG (cause fear, false life, animate dead, 
  fear), wandering hexACG, wandering spiritACG
  Combat Gear potion of blur; Other Gear life-drinker 
  scythe, headband of inspired wisdom+2, masterwork 
  breastplate, 300 gp worth of onyx (for animate dead)
  SPECIAL ABILITIES
  Daemon Touched (Su) Gromek is bound to the 
  Horseman of Death, and gains the benefits of the 
  daemon subtype although he remains a humanoid 
  shapechanger.
  Improved Rock Catching (Ex) Gromek gains a +4 
  racial bonus on his Reflex save when attempting to 
  catch a thrown rock with rock catching. This ability 
  otherwise works like the rock catching ability.
  GRoMEk PalEBonES, 
  WERESHEEP of DEatH
  
  5
  Shaggy wool covers this muscular creature’s form. 
  He resembles a gaunt giant, but his face is a 
  decidedly sheep-like snout and his eyes are sunken 
  black pits.
  GROMEK PALEBONES (HYBRID FORM)
  XP 51,200
  Stone giant natural weresheep shaman 7 (augmented 
  humanoid [giant]) (Advanced Class Guide)
  NE Large humanoid (giant, shapechanger)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +21
  DEFENSE
  AC 30, touch 11, flat-footed 28 (+6 armor, +2 Dex, +13 
  natural, –1 size)
  hp 180 (19d8+95)
  Fort +16, Ref +8, Will +14
  DR 10/silver; Immune acid, death effects, disease, 
  negative levels, poison; Resistance cold 10, electricity 
  10, fire 10
  OFFENSE
  Speed 40 ft.
  Melee life-drinker scythe +25/+20/+15 (2d6+16 plus 2 
  negative levels/19-20, x4) and bite +21 (1d8+10), or 
  2 slams +23 (1d8+10 plus curse of lycanthropy), bite 
  +23 (1d8+10 plus curse of lycanthropy)
  Ranged rock +15/+10/+5 (1d8+14)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (180 ft.), touch of the 
  grave (2/day)
  Shaman Spells Prepared (CL 7th, concentration +12)
  4th—thorn bodyAPG
  3rd—fly, sleet storm
  2nd—barkskin, bull’s strength, spiritual weapon
  1st—bless, inflict light wounds, obscuring mist
  Orisons—bleed, detect magic, resistance, touch of 
  fatigue (DC 15)
  TACTICS
  Before Combat Gromek usually selects a spirit of 
  Lore for his wandering spirit ability. If Gromek can 
  get the drop on his victims through stealth (perhaps 
  by taking sheep form and hiding within his flock), he 
  uses the Lore spirit ability, monstrous insightACG, to 
  gain bonuses against his chosen victim. He prefers to 
  slay arcane or divine casters first, prioritizing clerics. If 
  he has time, he casts barkskin, bull’s strength, fly, thorn 
  body, and bless before entering combat, as well as 
  using his bone ward hex on himself.
  During Combat Gromek opens by using his 
  wandering Lore spirit’s confusion curseAPG on a martial 
  character. He then uses sleet storm to confuse and 
  isolate his foes, shifts to hybrid form, and moves in 
  for the kill. Either by flying, or by moving with his 
  Acrobatics, Gromek tries to single out one foe at 
  a time and kill it under cover of the sleet using his 
  life-drinker scythe, aided by his Blind Fight feat. He 
  harries ranged attackers with spiritual weapon until 
  he can deal with them, and only resorts to throwing 
  rocks if there’s no one he can kill in melee. If he can’t 
  keep himself concealed with sleet storm or obscuring 
  mist, he drinks his potion of blur.
  Morale Gromek only fights to the death if cornered. If 
  reduced to 30 hp or less, he attempts to withdraw and 
  fly to safety.
  STATISTICS
  Str 31, Dex 15, Con 22, Int 10, Wis 18 (20), Cha 8
  Base Atk +13; CMB +23; CMD 35
  Feats Blind Fight, Improved Critical (scythe), Improved 
  Initiative, Lunge, Multiattack, Point Blank Shot, Power 
  Attack, Quick Draw, Weapon Focus (scythe)
  Skills Acrobatics +9, Climb +11, Fly +3, Perception +21, 
  Stealth +14 (+22 in rocky terrain); Racial Modifiers 
  +8 Stealth in rocky terrain
  Languages Common, Giant; telepathy 100 ft.
  SQ bone wardACG, deathly beingACG, change shape 
  (giant, hybrid, sheep; polymorph), deliver touch spells, 
  lycanthropic empathy (sheep), spiritACG, spirit animalACG, 
  spirit magicACG (cause fear, false life, animate dead), 
  wandering hexACG, wandering spiritACG
  Combat Gear potion of blur; Other Gear life-drinker 
  scythe, headband of inspired wisdom+2, masterwork 
  breastplate, 300 gp worth of onyx (for animate dead)
  Gromek was born into a stone giant tribe in the 
  highland mountains of his homeland. The tribe 
  was peaceful and kept to themselves, with only the 
  occasional skirmish or raid. Though Gromek never 
  knew his father, his mother taught him the ways of her 
  people, and he assumed responsibility for his family’s 
  flock of sheep. He asked about his father often, but 
  Gromek’s mother would never speak of him. She only 
  said they were better off as they were. Sadly, his mother 
  knew only of the absent giant’s cruelty, and not the 
  truth of his nature.
  The dreams began just after Gromek reached 
  maturity; dreams of running under the silvery moon 
  with a strange, exhilarating cry in his ears. He dismissed 
  the strange dreams, but grew more withdrawn as the 
  
  6
  month passed. Finally, the first night of the full moon 
  arrived, and Gromek learned the truth of his nature. 
  The change came upon him like a lover only barely 
  heard before, and Gromek delighted. He took to his 
  hybrid weresheep form as if only being born in that 
  moment. He ran out over the darkened slopes, and his 
  calls drew the flock to him. He returned home shortly 
  before dawn, with none of his tribe the wiser.
  Feigning illness, Gromek begged off his 
  responsibilities to sleep the day away, eagerly 
  anticipating the coming of night and the full moon. 
  More and more, Gromek took to running at night 
  and exploring his newfound power. Over the course 
  of months he began to master his capabilities, and he 
  began to grow restless. Why should he be content as a 
  mere shepherd, when he was so much more than the 
  rest of his tribe? Gromek’s mother grew increasingly 
  worried about her son, but that only drove him further 
  into isolation. Several years passed, and the stories 
  about the strange young giant spread. It was while 
  confronting a rumormonger one night that Gromek 
  made his fatal discovery.
  The altercation came to blows, and Gromek lost 
  himself to his fury. He took hybrid form and savagely 
  bit his rival, afflicting the young giant with lycanthropy. 
  With this discovery, Gromek sealed his own fate. He 
  gleefully spread the curse to several more young giants, 
  and he was unable to conceal his joy in the chaos they 
  sowed upon the full moon. The tribal elders quickly 
  discerned the truth, and warriors seized Gromek for 
  judgment. Grimly, with the despairing wails of his 
  mother accompanying him, they dragged Gromek to a 
  circle of sacred menhirs. There his tribe chained him to 
  the largest rock, and shouted curses while beating him 
  with stones for his crimes.
  The tribe broke his body with great boulders, the 
  ultimate mark of his shame and ostracism, and left 
  him to feed the crows as a warning to others. By some 
  hideous miracle, Gromek clung to a shred of life. 
  Seething with rage, he looked through dimming eyes at 
  the mountains of his home, his soul shrieking out for 
  vengeance. Then he heard it—the faint clop of hooves 
  on the stony ground. A pale horse, and a skeletal 
  rider in a tattered black cloak. The menace and power 
  surrounding the rider overwhelmed the dying giant, 
  and with the Horseman of Death’s voice in his mind, 
  Gromek struck a bargain. Spared this humiliating end, 
  Gromek agreed to bind himself to the Horseman, and 
  become his instrument in the mortal world.
  With a spirit of bones in the shape of a shadowy 
  raven whispering the secrets of death in his ear, 
  Gromek carves out a living with a small flock of sheep 
  on the other side of the mountain from his former 
  home. Wielding a great black scythe gifted to him 
  by his master, the weresheep slays any who cross his 
  path. Gromek consigns their souls to the Horseman 
  of Death, and decorates his gaunt body with their 
  bleached bones. Soon he plans to single-handedly 
  slaughter his old tribe, and then move on to larger prey 
  to deliver unto Death itself.
  
  7
  A ragged man with greasy fur and hyena-like 
  features stands almost 7 ft. tall.
  GOREF TAMERK (GNOLL FORM)                CR 15
  XP 51,200
  GnollARC afflicted weresheep oracle (nature) 15
  NE Medium humanoid (augmented, gnoll, 
  shapechanger)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +21
  DEFENSE
  AC 19, touch 13, flat-footed 17 (+4 armor, +2 Dex, +1 
  deflection, +2 natural)
  hp 127 (15d8+60)
  Fort +11, Ref +9, Will +13
  Defensive Abilities spirit of nature*; Immune acid, 
  death effects, disease, nausea, poison, sickness; 
  Resistance cold 10, electricity 10, fire 10
  Weakness craven
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +15/+10/+5 (1d4+3/19–20)
  Ranged +2 composite longbow +16/+11/+6 
  (1d8+5/19–20, x3)
  Special Attacks cannibal curse (DC 21), erosion touch* 
  (6/day, 15d6 damage to objects or constructs), life 
  leach* (3/day, 7d6 damage)
  Oracle Spells Known (CL 15th, concentration +18)
  7th (4/day)—control weather, creeping doom, lunar 
  veilUM, mass inflict moderate wounds (DC 22)
  6th (6/day)—antilife shell, dust formUC, mass inflict light 
  wounds (DC 21), stone tell, summon nature’s ally VI
  5th (6/day)—awaken, cure serious wounds, flame strike 
  (DC 19), inflict critical wounds (DC 20), insect plague, 
  righteous might
  4th (7/day)—fleshworm infestation (DC 19), grove of 
  respiteAPG, inflict serious wounds (DC 19), major curse, 
  poison (DC 19), summon nature’s ally IV
  3rd (7/day)—bestow curse, deeper darkness, magic 
  vestment, inflict light wounds (DC 18), speak with 
  plants, summon nature’s ally III
  2nd (7/day)—barkskin, blessing of fervorAPG, bull’s 
  strength, cure moderate wounds, eagle’s splendor, 
  greedy jawsARC, inflict moderate wounds (DC 17)
  1st (7/day)—bane, charm animal (DC 14), divine favor, 
  doom, endure elements, inflict light wounds (DC 16), 
  murderous commandUM (DC 15)
  Orisons (at will)—bleed (DC 15), detect magic, 
  guidance, kobold’s furyDM, mending, quickenDM, spark 
  (DC 14), tan hideDM, thunderclapDM
  STATISTICS
  Str 16, Dex 14, Con 18, Int 10, Wis 14, Cha 18
  Base Atk +11; CMB +14; CMD 27
  Feats Alertness, Deadly Aim, Improved Initiative, 
  Natural Spell, Point Blank Shot, Rapid Shot, Spell 
  Focus (necromancy), War Blessing (destruction and 
  weather)ACG
  Skills Bluff +10, Climb +11, Intimidate +14, Knowledge 
  (nature) +8, Knowledge (religion) +8, Perception +21, 
  Sense Motive +19, Spellcraft +8, Survival +13,  
  Swim +11
  Languages Gnoll
  SQ change shape, daemon touched, friend to the 
  animals*, lycanthropic empathy (sheep), natural 
  divination*, oracle’s curse (wasting), scavengeARG
  Combat Gear potion of cure serious wounds, potion of 
  heroism, silversheen
  Other Gear +2 composite longbow, +2 leather armor, 
  cheetah paw fetishARG, cloak of resistance +2, eyes of the 
  eagle, headband of alluring Charisma +4, lesser bracers 
  of archery, masterwork dagger, ring of protection +1, 
  29 pp, 9 sp.
  1
  GoREf taMERk, 
  WERESHEEP of faMinE
  
  8
  SPECIAL ABILITIES
  Cannibal Curse (Su) As a standard action, Goref 
  can permanently curse a creature within 30 ft. to 
  experience maddening hunger and thirst. The target 
  of this curse receives no sustenance from normal 
  food or drink; instead it becomes nauseous when it 
  consumes anything besides the flesh and blood of 
  its own race. A targeted creature that succeeds on a 
  DC 20 Will save gains the nauseated condition for 1 
  round but is not cursed. A creature that successfully 
  saves against this effect is immune to it for 24 hours.
  Daemon Touched (Su) Goref is bound to the 
  Horseman of Famine, and gains the benefits of the 
  daemon subtype. He remains an augmented gnoll 
  shapechanger.
  *Oracle (nature)APG ability
  This monster has a bleeding sheep skull for a face 
  and a coat of thick black wool. It stands on two 
  humanoid legs.
  GOREF TAMERK (HYBRID FORM) CR 15
  XP 51,200
  GnollARC afflicted weresheep oracle (nature) 15
  NE Medium humanoid (augmented, gnoll, 
  shapechanger)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +21
  DEFENSE
  AC 20, touch 13, flat-footed 18 (+4 armor, +2 Dex, +1 
  deflection, +3 natural)
  hp 142 (15d8+75)
  Fort +12, Ref +9, Will +13
  Defensive Abilities spirit of nature*; DR 5/silver; 
  Immune acid, death effects, disease, nausea, poison, 
  sickness; Resistance cold 10, electricity 10, fire 10
  Weakness craven
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +16/+11/+6 (1d4+4/19-20)
  Ranged +2 composite longbow +16/+11/+6 
  (1d8+5/19-20, x3)
  Special Attacks cannibal curse (DC 21), erosion touch* 
  (6/day, 15d6 damage to objects or constructs), life 
  leach* (3/day, 7d6 damage)
  Oracle Spells Known (CL 15th, concentration +18)
  7th (/day)—control weather, creeping doom, lunar 
  veilUM, mass inflict moderate wounds (DC 22)
  6th (/day)—antilife shell, dust formUC, mass inflict light 
  wounds (DC 21), stone tell, summon nature’s ally VI
  5th (/day)—awaken, cure serious wounds, flame strike 
  (DC 19), inflict critical wounds (DC 20), insect plague, 
  righteous might
  4th (/day)—fleshworm infestation (DC 19), grove of 
  respiteAPG, inflict serious wounds (DC 19), major curse, 
  poison (DC 19), summon nature’s ally IV
  3rd (/day)—bestow curse, deeper darkness, magic 
  vestment, inflict light wounds (DC 18), speak with 
  plants, summon nature’s ally III
  2nd (/day)—barkskin, blessing of fervorAPG, bull’s 
  strength, cure moderate wounds, eagle’s splendor, 
  greedy jawsARC, inflict moderate wounds (DC 17)
  1st (/day)—bane, charm animal (DC 14), divine favor, 
  doom, endure elements, inflict light wounds (DC 16), 
  murderous commandUM (DC 15)
  Orisons (at will)—bleed (DC 15), detect magic, 
  guidance, kobold’s furyDM, mending, quickenDM, spark 
  (DC 14), tan hideDM, thunderclapDM
  STATISTICS
  Str 18, Dex 14, Con 20, Int 10, Wis 14, Cha 18
  Base Atk +11; CMB +15; CMD 28
  Feats Alertness, Deadly Aim, Improved Initiative, 
  Natural Spell, Point Blank Shot, Rapid Shot, Spell  
  Focus (necromancy), War Blessing (destruction and 
  weather)ACG
  Skills Bluff +10, Climb +12, Intimidate +14, Knowledge 
  (nature) +8, Knowledge (religion) +8, Perception +21, 
  Sense Motive +19, Spellcraft +8, Survival +13,  
  Swim +12
  Languages Gnoll
  SQ change shape (human, hybrid, and dire sheep; 
  polymorph), daemon touched, friend to the animals*, 
  lycanthropic empathy (sheep), natural divination*, 
  oracle’s curse (wasting), scavengeARG
  Combat Gear potion of cure serious wounds, potion of 
  heroism, silversheen
  Other Gear +2 composite longbow, +2 leather armor, 
  cheetah paw fetishARG, cloak of resistance +2, eyes of the 
  eagle, headband of alluring Charisma +4, lesser bracers 
  of archery, masterwork dagger, ring of protection +1, 
  29 pp, 9 sp.
  
  9
  Goref is an accursed combination of both predator and 
  prey. As a petty gnoll scavenger, he poached sheep and 
  other livestock from human communities instead of 
  feeding from the humans themselves, a behavior that 
  earned him the attention of a sad creature called Salluk. 
  That day, Goref pursued a lone sheep in his typical 
  skulking fashion, until the sheep transformed into a 
  hideous hybrid creature with black wool, humanoid 
  body, and a rotting skull face. The beast’s bite was less 
  dangerous than Goref feared, but its supernatural 
  effects have haunted him forever since.
  Salluk gloated over the gnoll’s new condition, 
  imparting his tale to make Goref aware of his 
  monstrous new life. The weresheep was a common 
  shepherd who bore the mark of Famine, an entity 
  that delights in the death and suffering caused by 
  massive deprivation. Salluk relayed that a jackal-
  headed harbinger imbued him with a curse and 
  bade him wander the wilderness, protecting flocks 
  from predators, and spreading his condition among 
  humanoid races. The weresheep assured Goref that 
  the fiend showed little interest in protecting Salluk’s 
  kind, but offered the gift as a means to spread anguish 
  among all races.
  At first Goref refused to acknowledge that so much 
  misery could come from so meager a source as one 
  cursed nomad. The next full moon, his damnation was 
  fully manifest as he vomited a day’s worth of food and 
  found himself completely ravenous. He assumed the 
  wool-coated form born by Salluk that fateful night, and 
  craved the meat of his fellow gnolls. As the nights wore 
  on, Goref learned that he would never eat anything 
  but gnoll meat again. He resisted the savagery for 
  months, each time risking his life in frenzied attacks on 
  his packmates and then covering his crimes with lies. 
  Slowly, he built a network of contacts, offering a means 
  for more powerful gnolls to dispose of their rivals. 
  Today, Goref feels his lycanthrope is best controlled 
  when he regularly feeds on discarded gnolls and forces 
  the curse onto other races to appease the daemon that 
  created his sire.
  A growing number of communities feels the pangs 
  of hunger because of Goref’s presence. Though he 
  cannot create weresheep like his progenitor, he offers 
  his curse to entire households he catches hunting or 
  feeding on sheep. In turn, the newly created cannibals 
  bring horror to their own people. In the years since he 
  embraced his destiny as a servant of evil, he has grown 
  in power and influence, involved in the trafficking of 
  humanoids so as to allow his cult-like flock to feed on 
  their own kind, as well as delivering new cannibals 
  into new communities across a broad region. When a 
  wealthy family commits itself to self-consuming evil 
  because a simple slave bore a ravenous curse, Goref is 
  certainly somewhere nearby.
  1
  
  10
  This handsome middle-aged man has shock-white 
  curly hair and large soulful brown eyes. He is 
  dressed in finery fit for nobility, including a 
  mithral breastplate that looks both functional 
  and fashionable.
  SILAS NARESHORN (HUMAN FORM)         CR 15
  XP 51,200
  Human natural weresheep alchemist (vivesection 
  alchemist) 15 (augmented humanoid) (Pathfinder RPG 
  Ultimate Magic)
  NE Medium humanoid (human, shapechanger)
  Init +7; Senses low-light vision, scent; Perception +21
  DEFENSE
  AC 23, touch 15, flat-footed 20 (+8 armor, +2 
  deflection, +3 Dex)
  hp 127 (15d8+60)
  Fort +14, Ref +12, Will +8
  Immune acid, death effects, disease, poison; 
  Resistance cold 10, electricity 10, fire 10
  OFFENSE
  Speed 30 ft.
  Ranged +1 seeking hand crossbow +15 (1d4+1/19-20 
  plus poison)
  Special Attacks bleeding attack, crippling strike, 
  poison use, sneak attack +8d6
  Alchemist Extracts Prepared (CL 15th, concentration 
  +20)
  5th—delayed consumptionAPG, regenerate, sending, spell 
  resistance
  4th—cure critical wounds, death ward, discern lies, 
  greater invisibility, stoneskin
  3rd—awaken, baleful polymorph, cure serious wounds 
  (2), fly, remove curse
  2nd—alter self, anthropomorphic animalUM, barkskin, 
  detect thoughts, invisibility, see invisibility
  1st—cure light wounds (2), deathwatch, disguise self 
  (2), negate aromaAPG, shield
  STATISTICS
  Str 16, Dex 17, Con 18, Int 21, Wis 16, Cha 13
  Base Atk +11; CMB +14; CMD 29
  Feats Brew Potion, Cleave, Eldritch ClawsAPG, Exotic 
  Weapon Proficiency (hand crossbow), Extra Discovery, 
  Great Cleave, Improved Initiative, Leadership, Master 
  AlchemistAPG, Power Attack, Throw Anything
  Skills Appraise +23, Craft (alchemy) +23, Disable 
  Device +21, Fly +21, Knowledge (arcana) +23, 
  Knowledge (nature) +23, Perception +21, Spellcraft 
  +23, Use Magic Device +19
  Languages Abyssal, Common, Draconic, Infernal; 
  telepathy 100 ft.
  SQ alchemical simulacrumUM, change shape (human, 
  hybrid, and sheep; polymorph), cruel anatomist, 
  daemon touched, doppelganger simulacrumUM, feral 
  mutagen, greater alchemical simulacrumUM, greater 
  mutagen, infusion, lycanthropic empathy (sheep), 
  persistent mutagen, swift alchemy, swift poisoning
  Combat Gear alchemist’s fire (2), flash powderUE, 
  liquid bladeUE, tanglefoot bag (2), thunderstone 
  (2); Other Gear +1 seeking hand crossbow, +2 
  mithral breastplate, amulet of mighty fists +2, ring of 
  protection +2, sunrod
  loRD SilaS naRESHoRn, 
    WERESHEEP of  
       PEStilEncE   
  
  11
   
  SPECIAL ABILITIES
  Daemon Touched (Su) Lord Silas is bound to the 
  Horseman of Pestilence, and gains the benefits of 
  the daemon subtype although he remains a human 
  shapechanger.
  Mutagen (Su) Lord Silas uses a tailor-crafted mutagen 
  made to interact with his lycanthrope nature and 
  daemonic influence. The additional abilities are 
  factored into his hybrid form (see below).
  Poison (Ex) Lord Silas coats his hand crossbow bolts in 
  purple worm poison.
  White curling hair covers the dark skin of this 
  hulking monster bursting out of a mithral 
  breastplate and shredded finery.
  SILAS NARESHORN (HYBRID/MUTAGEN FORM)
  XP 51,200
  Human natural weresheep alchemist (vivesection 
  alchemist) 15 (augmented humanoid) (Pathfinder RPG 
  Ultimate Magic)
  NE Medium humanoid (human, shapechanger)
  Init +7; Senses low-light vision, scent; Perception +20
  DEFENSE
  AC 29, touch 15, flat-footed 26 (+8 armor, +2 deflection, 
  +3 Dex, +6 natural armor)
  hp 187 (15d8+120)
  Fort +17, Ref +12, Will +7
  DR 10/silver; Immune acid, death effects, disease, 
  poison; Resistance cold 10, electricity 10, fire 10
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +20 (1d6+9), bite +20 (1d8+9 plus curse 
  of lycanthropy; DC 15)
  Ranged +1 seeking hand crossbow +15 (1d4+1/19-20 
  plus poison)
  Special Attacks bleeding attack, crippling strike, 
  poison use, sneak attack +8d6
  Alchemist Extracts Prepared (CL 15)
  5th—delayed consumptionAPG, regenerate, sending, spell 
  resistance
  4th—cure critical wounds, death ward, discern lies, 
  greater invisibility, stoneskin
  3rd—awaken, baleful polymorph, cure serious wounds 
  (2), fly, remove curse
  2nd—alter self, anthropomorphic animalUM, detect 
  thoughts, false life, invisibility, see invisibility
  1st—cure light wounds (2), deathwatch, disguise self (2), 
  negate aromaAPG, shield
  TACTICS
  Before Combat Silas uses delayed consumption to 
  consume a greater invisibility every few weeks. If 
  given time to prepare before combat, he consumes 
  the following extracts in order: stoneskin, spell 
  resistance, shield, false life, and death ward.
  During Combat Silas consumes his greater invisibility 
  extract as an immediate action and while invisible 
  consumes mutagen while changing into his hybrid 
  weresheep form. He then savagely tears into flat-
  footed creatures with his claws, abstaining from using 
  his bite attack unless desperate. If any creature sees 
  through his illusions, he targets them with brutal 
  efficiency to maintain his secret.
  Morale Silas fights to the death only if his family is 
  threatened with reaching exposure or if the only 
  hope for a cure becomes threatened. Otherwise when 
  reduced to 1/2 hit points or fewer, he uses fly to 
  escape while consuming healing extracts.
  STATISTICS
  Str 24, Dex 17, Con 24, Int 21, Wis 14, Cha 11
  Base Atk +11; CMB +18; CMD 33
  Feats Brew Potion, Cleave, Eldritch ClawsAPG, Extra 
  Discovery, Great Cleave, Improved Initiative, Improved 
  Overrun, Leadership, Master AlchemistAPG, Power 
  Attack, Throw Anything
  Skills Appraise +23, Craft (alchemy) +23, Disable 
  Device +21, Fly +21, Knowledge (arcana) +23, 
  Knowledge (nature) +23, Perception +20, Spellcraft 
  +23, Use Magic Device +18
  Languages Abyssal, Common, Draconic, Infernal; 
  telepathy 100 ft.
  SQ alchemical simulacrumUM, change shape (human, 
  hybrid, and sheep; polymorph), cruel anatomist, 
  daemon touched, doppelganger simulacrumUM, feral 
  mutagen, greater alchemical simulacrumUM, greater 
  mutagen, infusion, lycanthropic empathy (sheep), 
  persistent mutagen, swift alchemy, swift poisoning
  Combat Gear alchemist’s fire (2), flash powderUE, 
  liquid bladeUE, tanglefoot bag (2), thunderstone (2); 
  Other Gear +1 seeking hand crossbow, +2 mithral 
  breastplate, amulet of mighty fists +2, ring of protection 
  +2, sunrod
  The ancient house of Nareshorn possesses great 
  wealth—fertile fields, vast grasslands, and influential 
  mercantile networks. The name is widely respected, and 
  the house maintains a presence in most major trade 
  cities or capitals. Known for strange eccentricities, 
  Nareshorns rarely marry other nobility and socialize 
  1
  
  12
  only in the most formal settings. None know the 
  family maintains this distance to conceal a ruinously 
  embarrassing secret. Each possesses the curse of 
  lycanthropy, which is unfortunate enough. However, 
  even becoming a wererat or wereshark would be 
  preferable to the animalistic instincts haunting the line.
  The Nareshorn family are all weresheep. When the 
  moon waxes, they each feel the urge to take on woolen 
  shapes and run in fields of grass beneath its glowing 
  light. While most are born to the curse and can control 
  the change, all do everything in their power to keep 
  rivals from learning the terrible truth. This includes 
  seeking out spouses from among the poor, and 
  infecting them with lycanthropy as an induction into 
  the family.
  Lord Silas Nareshorn knows it is a miracle the secret 
  has remained intact this long. He believes it a matter of 
  time before some foolish cousin’s awkward baaing ruins 
  everything. He imagines the mobs with pitchforks, 
  the loss of all his power, and the mocking rumors 
  regarding how his ancestors might have gained such 
  an affliction. Silas has devoted his life to finding a cure, 
  but failed at every attempt. Desperation drove him to 
  begin experimenting on himself, his family, and even 
  infecting innocents with lycanthropy. While he has 
  learned much of the disease, a true cure evades him.
  Paranoia, shame, and constant failures drove Lord 
  Silas past the point of sanity. In a final mad effort, he 
  appealed to dark powers, contacting representatives 
  of the archdaemon Pestilence. Silas struck a vile 
  agreement with the Horseman—in exchange for his 
  service and loyalty within the mortal realm, Pestilence 
  promises to cure one mortal for every thousand the 
  noble infects.
  Silas knows he cannot accomplish such a pervasive 
  plague through simple infectious biting. Even should 
  every member of his family bite an innocent each 
  day, it would still take years of time to free them all. 
  During that time, it is impossible the infection would 
  go unnoticed or his family undiscovered. So, Lord 
  Nareshorn has concocted an insidious scheme. Using 
  collected wool of the Nareshorn, Silas discovered a 
  way to infect woven clothing with lycanthropy. When 
  humanoids wear the shirts, scarves, or hats for an hour, 
  they become infected.
  Daemonic power twists Lord Silas, but for the 
  first time he sees a path toward freeing his line from 
  the curse. Slowly, he builds stockpiles of the cursed 
  clothing, with the aim of spreading it out among 
  the poor just after the full moon. His simulacrum, 
  daemonic agents, and anthropomorphic slaves (created 
  using permanent anthropomorphic animal or awaken 
  spells) spread along the trade routes, each working to 
  dominate the cells of the Nareshorn lineage. Soon Silas 
  plans to use the family’s vast web of connections to 
  seed the world with the cursed garments. Should the 
  archdaemon keep his word, he can cure his family, and 
  keep them well-positioned to profit from the chaos. 
  Even if the daemon lies, with so many weresheep 
  arising with no apparent cause… he can always infect 
  the other noble houses as well.
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Weresheep.pdf