Shapechanger. The weregorilla can use its action to polymorph into a Large gorilla-humanoid hybrid or into a Large gorilla, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen smell. The weregorilla has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. In gorilla form, the weregorilla makes two slam attacks. In humanoid form, it makes two maul attacks. In hybrid form, it can attack like a gorilla or a humanoid.
Bite (Gorilla or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Piercing damage. If the target is a humanoid, it must make 13 constitution saving throw or be cursed with weregorilla lycanthopy.
Slam. (Gorilla or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 +4) bludgeoning damage.
Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d10 +6) bludgeoning damage.
Rock. RangedWeapon Attack: +7 to hit, range 20/60 ft., one target. Hit: (1d6 + 4) bludgeoning damage.
Description
Weregorillas are strong and solitary lycanthropes that hide themselves from society for they have a difficult time controlling their animalistic tendencies and are prone to violence. In humanoid form, they are muscular, with features more apelike than most creatures, typically they have a more pronounce jaw and brow. Weregorillas don't like to spread their curse unless they're ready to make a troop and have children. Typically this doesn't occur until the Weregorilla is in the later stages of its life, roughly 30+ years of age.
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