Pirate Gorilla

Level 2
Creature· animalLargeRemaster
AC
16
HP
30
Speed
30 ft.
Perception
+8
Fort
+10
Ref
+7
Will
+4
Senses low-light-vision, scent 30 ft. (imprecise)
Skills athletics +9, acrobatics +7, stealth +5
Other Speeds climb 30 ft.
Recall Knowledge DC 16 (nature)

Attacks

Melee Fist +9 (agile, reach 10 ft., unarmed), Damage 2d6+2 bludgeoning
Melee Jaws +9 (unarmed), Damage 1d8+2 piercing

Abilities

Boarding Action◆◆

The pirate gorilla swings on a rope or Strides, moving up to double their Speed. If the pirate boarded or disembarked a boat during this movement, they can make a melee Strike at the end of their movement that deals one extra damage die on a hit.

Frightening Display◆◆

The gorilla beats its chest in a terrifying display. Creatures within 30-foot area must attempt a DC 18 will save. While a creature is frightened by this ability, it is Off-Guard to the gorilla.


Critical Success No effect and temporarily immune for 1 minute.

Success The creature is unaffected.

Failure The creature is Frightened 1.

Critical Failure The creature is Frightened 2.

Well-Trained

The pirate gorilla is used to taking orders on board the ship. It loses its immunity to linguistic efects, including appeals to surrender.

Gorillas can be territorial creatures, particularly if provoked by hunters or the presence of more dangerous monsters. A gorilla uses its fangs and powerful arms to bite and pummel trespassers with wild abandon.


While many apes exhibit peaceful or reclusive behavior, gorillas can be territorial, and the megaprimatus is especially aggressive and dangerous.