Sheep Lord and Crab Lord

On Sundays I’ve normally been posting some illustrations that can be used in tabletop roleplayng games like Dungeons & Dragons. (This week’s is a bit late – our household’s on holidays from our common work, so I’m out of town for a few days.)

Last week I asked which animal lord folks would like me to draw. Particularly in the Planescape D&D setting, animals lords are almost like minor gods who protect various kinds of animals. I’ve been interested in using animals lords as ways to promote reflection on our relationships with animals. This week folks chose the sheep lord for me to illustrate:


I’ve also put together some statistics for the sheep lord, and for the crab lord that I drew as part of the #DungeonDrawingDudes challenge. If anyone gets to try these out I’d be keen to receive feedback.
Sheep Lord

Medium fey, neutral


STR 17 (+3) DEX 18 (+4) CON 16 (+3) INT 10 (+0) WIS 20 (+5) CHA 16 (+3)

CHALLENGE: 15 (13,000 XP)

ARMOR CLASS: 17 Natural Armor

HIT POINTS: 97 (13d8 + 39)

SPEED: 30 ft.

Saving Throws: STR +8, DEX +9, WIS +10, CHA +8

Skills: Intimidation +8, Nature +10

Damage Resistances: Bludgeoning, Piercing, and Slashing from Magic Weapons

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Passive Perception 15

Languages: Telepathy 60 ft

Shapechanger. The sheep lord can use its action to polymorph into the form of a humanoid or into its sheep form. Its statistics are the same in each form. Any equipment it carries is not transformed. If slain, the sheep lord reverts to its sheep form.

Magic Resistance. The sheep lord has advantage on saving throws against spells and other magical effects. 

Succession. A destroyed sheep lord will be succeeded by another sheep in 24 hours. The successor becomes a sheep lord and gains the memories of its predecessor. 

Spellcasting. The sheep lord is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The crab lord has the following druid spells prepared:

Cantrips (at will): shillelagh, druidcraft 

1st level (4 slots): charm person, detect poison and disease, entangle 

2nd level (3 slots): gust of wind, moonbeam, pass without trace 

3rd level (3 slots): conjure animals, meld into stone

4th level (3 slots): divination, plant growth

5th level (2 slots): geas, mass cure wounds 

6th level (1 slot): wall of thorns

7th level (1 slot): plane shift


Actions

Multiattack. The sheep lord makes one attack with its horns and one attack with its planar crook.

Horns. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 35 (9d6 + 4) bludgeoning damage and the target is grappled (escape DC 16).

Planar crook. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage and the target is grappled (escape DC 16). The crook can only be used to grapple small, medium or large creatures, and only one creature at a time. When a creature is grappled with a planar crook it cannot be transported to another plane. If it tries to do so, it is inflicted with 1d10+4 magical damage and must succeed on a DC 16 Constitution save or become unconscious. The sheep lord planar can only use the planar crook while in humanoid form.


Legendary Actions

The sheep lord 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 sheep lord regains spent legendary actions at the start of its turn.

Attack. The crab lord makes one attack with its horns or planar crook.

Blinding Dust. Blinding dust and sand swirls magically around the sheep lord. Each creature within 5 feet of the sheep lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature’s next turn.

Bolster. The sheep lord bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the sheep lord’s turn.

Description

The sheep lord can appear in sheep form or in the form of a horned, fleece-clad. The sheep lord is the protector of sheep or various kinds, and may also take responsibility for other herd animals. It makes its home on the Beastlands, but it could turn up wherever crabs are in trouble.
The crab lord is typically accompanied by a retinue of 2d20 + 10 sheep or goats and 1d12 + 2 giant sheep or goats.


Crab Lord

Large fey, neutral


STR 18 (+4)   DEX 10 (+0)   CON 17 (+3)   INT 16 (+3)   WIS 20 (+5)   CHA 16 (+3)

CHALLENGE: 15 (13,000 XP)

ARMOR CLASS: 17 Natural Armor

HIT POINTS: 97 (13d8 + 39)

SPEED: 30 ft. (swim 30 ft.)

Saving Throws: CON +8, INT +8, WIS +10, CHA +8

Skills: Intimidation +5, Nature +5

Damage Resistances: Bludgeoning, Piercing, and Slashing from Magic Weapons

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Senses: Blindsight 60 ft, Passive Perception 15

Languages: Telepathy 60 ft


Shapechanger. The crab lord can use its action to polymorph into the form of a humanoid or into its crab form. Its statistics are the same in each form. In its crab form it uses a claw attack and in in its humanoid form it uses a crush attack. Any equipment it carries is not transformed. If slain, the crab lord reverts to its crab form.

Amphibious. The crab lord can breathe air and water.

Magic Resistance. The crab lord has advantage on saving throws against spells and other magical effects. 

Succession. A destroyed crab lord will be succeeded by another crab in 24 hours. The successor becomes a crab lord and gains the memories of its predecessor. 

Spellcasting. The crab lord is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The crab lord has the following cleric spells prepared:

  • Cantrips (at will): spare the dying, thaumaturgy 
  • 1st level (4 slots): command, sanctuary, shield of faith 
  • 2nd level (3 slots): hold person, silence, spiritual weapon 
  • 3rd level (3 slots): dispel magic, meld into stone
  • 4th level (3 slots): divination, control water 
  • 5th level (2 slots): dispel evil and good, geas 
  • 6th level (1 slot): forbiddance
  • 7th level (1 slot): plane shift

Actions
Multiattack. The crab lord makes one attack with its claw and one attack with its planar mancatcher.
Claw (Crush in Humanoid Form). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 35 (9d6 + 4) bludgeoning damage and the target is grappled (escape DC 16). The crab lord has two claws (or two arms in humanoid form), but one is large and the other is small. Only the larger one can be used to attack or grapple.

Planar Mancatcher. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage and the target is grappled (escape DC 16). The mancatcher can only be used to grapple small, medium or large creatures, and only one creature at a time. When a creature is grappled with a planar mancatcher it cannot be transported to another plane. If it tries to do so, it is inflicted with 1d10+4 magical damage and must succeed on a DC 16 Constitution save or become unconscious.

 

Legendary Actions

The crab lord 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 crab lord regains spent legendary actions at the start of its turn.

Attack. The crab lord makes one attack with its claw or planar mancatcher.

Blinding Dust. Blinding dust and sand swirls magically around the crab lord. Each creature within 5 feet of the crab lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature’s next turn.

Whirlwind of Sand (Costs 2 Actions). The crab lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the crab lord is immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the crab lord remain in its possession.
Description

The crab lord can appear in crab form or in the form of a large, armored humanoid. In humanoid form it has one large, muscular arm and one small, weak arm. The crab lord is the protector of crabs or various kinds, and may also take responsibility for other crustaceans. It makes its home on the Beastlands, but it could turn up wherever crabs are in trouble.

The crab lord is typically accompanied by a retinue of 2d20 + 10 crabs and 1d12 + 2 giant crabs.

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