Large Beast, Neutral
Armor Class 12
Hit Points 34 (4d10 + 12)
Speed 30 ft., climb 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
6 (-2)
Skills Athletics +5, Perception +3
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

 Charge. If a Gorilla moves at least 10 feet straight toward a target and then hits a First attach on the same turn, the target takes an extra 1d6 bludeoning damage. If the target is a creature, it must succeed on a DC 14 Strenght saving throw or pushed up to 10 feet and knocked prone.

Pack Tatics. The Gorilla has advantage on the attack roll againt a creature if at least one of the Gorilla's allies is within 5 feet of the creature and the ally is not incapacited.

Primate Alarm. Gorillas are highly protective of their sorrounds. If they detect a nearby threat, Gorillas make very loud yells, whoops, and calls to all other creatures in an area in a 250 feet outdoor radius.

Actions

Multiattack. The Gorilla makes two fist attack or bite.

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

NieffRidanj

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