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.
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
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/22/2022 9:20:29 PM
|
3
|
1
|
1
|
Coming Soon
|
Comments