Cirb King of sheep
Cirb King of sheep
Armour class. 15
Hit Points. 67 (12d8+12)
Speed. 40 feet
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 8 (-1) | 12 (+1) | 13 (+1) | 15 (+2) | 17 (+3) |
Skills. Arcana +5, History +5, Insight +6, Persuasion +7, Religion +5
Damage resistance. Cold, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
Damage immunities. Necrotic
Senses. passive perception 12
Challenge. 4
Innate spellcasting. Cirb's spellcasting modifier is charisma (spell save DC 15). It can innately cast the following spells, requiring only verbal components:
Cantrip: Sacred flame, light.
1st lvl (4): Cure wounds, protection from evil and good, sanctuary, shield of faith.
2nd(3): Invisibility, misty step, lesser restoration.
3rd lvl(3): Beacon of hope, daylight, magic circle, remove curse.
4th lvl(3): Greater invisibility, private sanctum.
5th lvl(2): Hallow, mass cure wounds. Charge. If Cirb moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2d4 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Sure-Footed. Cirb has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Bane of evil. Cirb has advantage on attack rolls against evil-aligned creatures.
Ram. Melee Weapon Attack: 1d20+9 to hit, reach 5 ft., one target. Hit: 2d4+5 bludgeoning damage
Hoof. Melee Weapon Attack: 1d20+9 to hit, reach 5 ft., one target. Hit: 3 1d4+5 bludgeoning damage.
Evil ward. Reaction: If Cirb is hit with a melee attack, the attacking creature must make a DC 13 con save. on a fail, they take 1d8+3 radiant damage and are pushed back 10 feet. On a success, they take half damage and aren't pushed back. Evil aligned creatures have disadvantage on their save.
Note: this stat block is as strong as I dared to make Cirb against a party of lvl 1 / lvl 2 players. God stats will be featured later in the article.
Divine Domains
Divine Symbols & Sigils
Divine Goals & Aspirations
Physical Description
Body Features
His wool is superiority thick and soft. It is heavily infused with Cirb's protective magic which can be preserved for garments after the wool has been spun. However, doing so successfully requires extraordinary skill. A more even threat enables the magic within to flow better which is the most important condition to utilise the wool's power. Working with Cirb's wool
<10: It's a ball of the finest wool. Worth 40gp/ piece.
11-17 : The wool has retained its luminescent (weak light aura 5 feet) properties. Worth 70gp/ piece.
18-21: The wool is both luminescent and retains its resistance against necrotic damage. Worth 230gp/ piece.
23-25: The wool retains its luminescence, resistance against necrotic damage and radiant damage.
Clothes made of this wool allow the wearer to use a reaction, if hit with an attack by fiends or undead, to force the attacker to make a con save DC13 and take 1d8 damage on a failure. Worth 580gp/ piece.
Identifying Characteristics
He also has aqua-coloured eyes, black horns curling around his ears and black hooves. The parts of his body that aren't covered in shimmering wool have a light-brown/blond fur instead.
Special abilities
GOD STATS!!! not yet finished
Armour class. 21 (Natural armour)
Hit Points. 240 (24d8+120)
Speed. 40 feet
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 12 (+1) | 20 (+5) | 14 (+2) | 24 (+7) | 30 (+10) |
Saving throws. Strength +17, Constitution +14
Skills. Arcana +9, Athletics +17, History +9, Insight +14, Persuasion +17, Religion +9
Damage resistance. Cold, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
Damage immunities. Necrotic,Radiant
Senses. passive perception 17, true sight
Challenge. 24
Innate spellcasting. Cirb's spellcasting modifier is charisma (spell save DC 25). It can innately cast the following spells, requiring only verbal components:
At will. Sacred flame, light, cure wounds, sanctuary, protection from evil and good.
3/day. Misty step, lesser restoration, beacon of hope, daylight, magic circle, remove curse, private sanctum.
2/day. Scrying, find the path
1/day. Hallow, planar ally, gate, mass heal Greater invisibility. Cirb can become invisible at will.
Charge. If Cirb moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2d4 bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone.
Sure-Footed. Cirb has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Bane of evil. Cirb has advantage on attack rolls against fiends and undead. Fiends and undead have a disadvantage on saving throws against Cirb.
Evil ward. If Cirb is hit with a melee attack, the attacking creature must make a DC 25 con save. on a fail, they take 1d8+10 x the target's level radiant damage and are pushed back 10 feet. On a success, they take half damage and aren't pushed back. Evil aligned creatures have disadvantage on their save.
actions
Ram. Melee Weapon Attack: 1d20+17 to hit, reach 5 ft., one target. Hit: 2d4+10 bludgeoning damageHoof. Melee Weapon Attack: 1d20+17 to hit, reach 5 ft., one target. Hit: 3 1d4+10 bludgeoning damage.
Royal command. Creatures that are within 20 feet of Cirb and can see him must make a DC25 Wisdom save. On a failed save, the creature becomes friendly towards Cirb and follow his commands. Unless these commands would require the creature to do something that is unnatural to them.
Legendary actions
Teleportation. Cirb can use an action to teleport to an unoccupied space within 10 feet of any living sheep or goat in existence on the same plane as him. 3/daySuper nova.Cirb's luminescent wool sends out a blinding wave of light in a radius of 60 feet. Every creature within range must make a DC25 con save. On a failed save the creature takes 24d8+10 radiant damage and is blinded. On a save the creature takes half damage and isn't blinded.
the creature can make a save at the end of its turn to get rid of the blinded effect. 1/day
Apparel & Accessories
These bells have been worn by him for such a long time that the pair adopted part of his abilities. Cirb himself barely notices their presence but does attach some value to them.
Chan's use is mainly as a defensive item while Hlopka reflects Cirb's Evil ward ability. If the two bells are worn together they strengthen each other.
Mental characteristics
Gender Identity
Employment
His top priority, without fail, is to help his kin wherever he can without upsetting the balance of nature. Yet he still has time to work part-time as an oracle and can even be considered a small-time protection deity.
Accomplishments & Achievements
Intellectual Characteristics
Taboos
What's so great about them? Can they produce soft materials for clothes yearly? No. Climb a mountain? Certainly not. Grow beautiful horns? Nope. They can't even properly digest their meals!
Cirb, the castrated ram owned by the goddess Brigid, is the king of sheep... of ALL sheep. His wool is said to be magical and clothes made from it protect its wearer from evil. Cirb is also capable of speech between sunset and dawn and can see glimpses of the future.
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Such a fun creature! I love the idea of this somewhat divine creature who only cares for helping his kin, learning languages, and eating tasty veggies. I am a tad confused about his divinity status: in some places, he is referred to as a minor god, others as an honorary minor god, others as the king... The confusion is compounded with him being CR 4 only. Also, who gave him the bells? Was it Brigid? Does he like the bells? Does he even realize they are there? How does he feel about the bells?
I can see how his status is confussing. It basically comes down to mortals trying to classify a divine being that really has no reason to be classified.
First and foremost he'll always be the King of sheep, that's the only undisputed thing. His status as a god depends on who you ask really. Some will say he should only be classified as an honorary minor god due to his association with Brigid but having no mentionable following of his own.
Others will try to argue he's definitely a full-fledged minor god due to his undisputed strength when put up against fiends and undead. The bells were probably a gift from Brigid, but he's had them for ages so who knows. He doesn't even notice them being there anymore but does value them. I'll send my players to retrieve one of his bells from a town when summer comes around.
It was lost during winter and picked up by a traveller when the snow melted. And now, for the CR4 thing, that is as strong as I dared to make him when put up against a party of lvl1 and lvl2. I am still working on making his actual god stat block but I'm struggling with integrating the varying strength of his [I]Evil ward reaction depending on his opponents level.
Ps. thank you for the comment! I didn't expect someone to actually give the extra articles a thorough read. ^.^
Yeah, gods having stats is always gonna be a tricky thing. What level are your players now? It's really cool that they will get to revisit the site of their first quest again on a different thing.
uh... lvl 1. We've had two sessions so it's going to be a while. The winter goddess's sweater was their introductory session. For now, it's just some small missions here and there and exploring Northbark.