FREQUENCY:
NO. APPEARING:
ARMOR CLASS:
MOVE:
HIT DICE:
% IN LAIR:
TREASURE TYPE:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
INTELLIGENCE:
ALIGNMENT:
SIZE:
LEVEL/X.P. VALUE:
COST:
RATIONS:
Sheep (WSG): Even though they are not normally
thought of as pack
animals, sheep can be useful for this purpose. Each animal in a
group can carry a small load, with the result that a small herd of
two dozen has a greater carrying capacity than many larger animals
have. The animals’ herding instinct, plus some effort on the
part of the characters accompanying them, will keep them in a
cohesive group and headed in the desired direction.
No special ability or proficiency is needed to “shepherd” a
group of sheep, but as a rule one character (mounted or afoot)
can only control six sheep on the move; for every additional six
sheep (or fraction thereof) in the flock, another character (or a
dog trained in sheepherding) is needed to help keep them in line.
If one or more characters attempt to move a flock while it is not
properly supervised, there is a 50% chance per hour of travel that
the entire flock will develop a mind of its own and head in a random
direction - which may be, but probably won’t be, the direction
they were supposed to go.
Sheep will travel in temperate or colder climates, or in any area
where the temperature does not exceed 70 degrees. They will not
willingly enter, or stay in, forests, deserts, or swamps.
A sheep needs two rations of food (plants) and two rations of
water to remain at full strength. If a sheep is being used to carry
nondurable supplies (things that are used up along the way, such
as food for characters, arrows, crossbow bolts, etc.), then the animal
itself can be used for food when its usefulness as a carrier is
over.
NORMAL LOAD:
MAXIMUM LOAD:
NORMAL:
RUGGED:
VERY RUGGED:
FIRE:
WEATHER:
NOISE:
ODOR:
OTHER: