Medium Humanoid (Human, Shapechanger), Neutral
Armor Class 12 in humanoid form, 13 in gorilla or hybrid form
Hit Points 78 (10d10 + 23)
Speed 30 ft., Climb 50 ft.
STR
16 (+3)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +7
Skills Acrobatics +2
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 5 (1,800 XP)
Proficiency Bonus +3
Traits

Shapechanger. The weregorilla can use its action to polymorph into a gorilla-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 if it dies.

Jungle Balance. The weregorilla has advantage on Dexterity (Acrobatics) checks that rely on balance.

Actions

Multiattack. (Humanoid or Hybrid Form Only). The weregorilla makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).

Bite (Gorilla or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with weregorilla lycanthropy.

Slam. (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage.

Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Previous Versions

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6/22/2022 9:20:29 PM
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Monster Tags: Shapechanger

Habitat: ForestMountain

WolfHunter102

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