Medium Humanoid (Human, Shapechanger), Any Alignment
Armor Class 11 in human form, 12 in gorilla or hybrid form
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
12 (+1)
CHA
12 (+1)
Skills Athletics +5, Perception +4
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 14
Languages Common can't speak in gorilla form)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Shapechanger. The weregorilla can use its action to polymorph into a gorrila-humanoid hybrid or into a gorilla, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form when it dies.

Actions

Multiattack (Gorilla Form only). The weregorilla makes two fist attacks.

Fist (Gorilla Form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Rock (Hybrid or Gorilla Form only). Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Handaxe (Humanoid or Hybrid Form only). Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 9 (2d6) slashing damage.

Description

Weregorillas have a wide range of personalities. They can appear in a humanoid, gorilla, or hybrid form; a muscular, furry humanoid body with a gorilla head.


Weregorillas can be law-abiding citizens, forest-dwelling hermits, evil killers, and everything in between. Unlike most lycanthropes, weregorillas can control their curse better and tame the beast within.

Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.

Weregorillas can control their transformation freely; they are not bound to the phases of the moon. Many good weregorillas use their powers to fight evil.

PLAYER CHARACTERS AS LYCANTHROPES

A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form.

A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.

The following information applies to specific lycanthropes.

Weregorilla. The character gains a Strength of 15 if his or her score isn’t already higher, and a +1 bonus to AC while in gorilla or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

 

Monster Tags: Shapechanger

Habitat: ForestUrban

Kystyldydog5

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