Creature:Gorilla
From Teriock
More actions
Revision as of 03:26, 4 November 2026 by Gpe (talk | contribs) (Created page with "{{CreatureAnimal |name=Gorilla |size=4 |hp=2d8 |str=3 |int=-1 |a=Giant Strength;; Low Intelligence;; Battle Cry;; {{TextBrutalBite}};; Forest Native |b=Hand;; Foot;; Fanged Jaw |f=Improvised Weapons;; Talented Peacekeeper |c=primate |br=8 }}")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Abilities:
You gain Battle Cry Aura and Battle Cry Resistance.
End condition: At the start of each of the targets' turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On fail: Targets become frightened.
You resist being frightened.
End condition: You die or 1 minute passes without combat.
You move through difficult forest terrain at normal speed.
You gain Improved Strength and Melee Damage Boost. In addition, you are no longer suffer the consequences of cumbersome items.
Attribute improvement: This ability sets your STR score to a minimum of 3.
As you attack, choose either arm or leg. The damage gets dealt accordingly.
On critical hit: The target takes 2 hack damage on either arms or legs, depending on what you chose. On hit: The target takes 1 hack damage on either an arm or leg, depending on what you chose.
On critical hit: If you want, target takes standard damage as well. On hit: Target takes a body hack.
Attribute improvement: This ability sets your INT score to a minimum of -1.
You cannot use items in your hands.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
On critical hit: If you want, target takes standard damage as well. On hit: Target takes a vitals hack of your choice.
You gain Battle Cry Aura and Battle Cry Resistance.
End condition: At the start of each of the targets' turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On fail: Targets become frightened.
You resist being frightened.
End condition: You die or 1 minute passes without combat.
You move through difficult forest terrain at normal speed.
You gain Improved Strength and Melee Damage Boost. In addition, you are no longer suffer the consequences of cumbersome items.
Attribute improvement: This ability sets your STR score to a minimum of 3.
Limitation: Biting items only.
As you attack, choose either arm or leg. The damage gets dealt accordingly.
On critical hit: The target takes 2 hack damage on either arms or legs, depending on what you chose. On hit: The target takes 1 hack damage on either an arm or leg, depending on what you chose.
Limitation: Biting items only.
On critical hit: If you want, target takes standard damage as well. On hit: Target takes a body hack.
Attribute improvement: This ability sets your INT score to a minimum of -1.
You cannot use items in your hands.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Limitation: Biting items only.
On critical hit: If you want, target takes standard damage as well. On hit: Target takes a vitals hack of your choice.
Body Parts:
1Normal (5 feet)
1Normal (5 feet)
Fanged jaws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1d6Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Fanged Jaw | 1d6 | -3 | Normal (5 feet) | +1 | 0 lb. | -3 | Biting, Weapon | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Foot | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Small | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Hand | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Handy, Prehensile, Small | Body parts |
Familiar Abilities:
During a short rest, you may scavenge materials and make 1 melee weapon. It is improvised. Only common mundane items can typically be made in this way, but the GM may specify if other options are available to you.
If proficient: You can instead make up to P weapons. If fluent: You can instead make up to F weapons.
You are a talented peacekeeper.
During a short rest, you may scavenge materials and make 1 melee weapon. It is improvised. Only common mundane items can typically be made in this way, but the GM may specify if other options are available to you.
An improvised item is one made out scrap or temporary pieces. It functions like any other item, but only exists for 8 hours before falling apart and becoming destroyed. It is easy to tell whether an item is improvised. Interacting with an item is enough to determine if it is improvised or not.
If proficient: You can instead make up to P weapons. If fluent: You can instead make up to F weapons.
You are a talented peacekeeper.