Part 4 · Monsters & Creatures
Gorilla
Gorilla
Beast, Large
- Senses
- Keen Smell, Passive Perception 10
- Skills
- Athletics +4
- Speed
- 30 feet of walking, 40 feet of climbing
- Languages
- Sylvan
Defenses
Saving Throws: Strength +4
Characteristics
Keen Smell. The Gorilla has advantage on Perception checks related to smell.
Brutal Striker. After attacking with Punch or an unarmed strike, the Gorilla can attack with Punch using a bonus action.
Attacks
Bite. Melee Natural Weapon Attack, +4 to hit, 5 ft. reach, one target. On a hit, deals 5 (1d6+2) Piercing damage.
Punch. Melee Natural Weapon Attack, +4 to hit, 5 ft. reach, one target. On a hit, deals 6 (1d8+2) Bludgeoning damage.
Rock (recharge 4-6). Ranged Attack, +4 to hit, 25/50 ft. range, one target. On a hit, deals 7 (2d4+2) Bludgeoning damage.
Epic Actions
The Gorilla has 2 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Gorilla's turn, the number of charges returns to 2.
The Gorilla can take an action and restore its reaction (if spent).
The Gorilla can spend all or the rest of its movement.
The Gorilla can repeat a Saving Throw against an effect affecting it.
Cost. When the Gorilla repeats its saving throw this way, it loses 1 hit point.
The Gorilla makes a melee attack against the target's AC. If successful, it can choose between:
Knocking the target down, leaving it with the Prone condition.
Pushing the target 10 feet away from the Gorilla.
Runes
Runic Pulse: Agate Pulse (1d4 Bludgeoning)
