Gorilla Man

The following material is Open Game Content

Gorilla Man

Statistics
Large Monstrous Humanoid (Mutated Human) (CR 1); HD 2d8+2

Initiative +1 BAB +2 STR 20 (+5)
Defense 12; touch 10; flat-footed 12 Melee +6 DEX 12 (+1)
Hit Points 11 Ranged +2 CON 12 (+1)
FORT +1 Grapple +11 INT 3 (−4)
REF +4 Dmg Threshold 12 WIS 4 (−3)
WILL +0 Action Points 0 CHA 5 (−3)

Attacks: claw: Atk +6 melee; Dmg 1d6+5; Crit 20; Slashing
Full Attack: 2 claws: Atk +6 melee; Dmg 1d6+5; Crit 20; Slashing
bite: Atk +1 melee; Dmg 1d6+2; Crit 20; Piercing
Speed: 30 ft
Facing and Reach: 10 ft. by 10 ft. ; 10 ft.
Skills: Climb +9; Jump +9
Feats: None
Special Qualities: darkvision 60 ft; improved grab; scent
Improved Grab (Ex): To use this ability the ape man must hit with a claw attack.
Scent (Ex): This ability allows the ape man to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Reputation/Allegiances: +0 / Dr. Philip Perry; Jack Thorne

Description
The gorilla man was once a human, but Dr. Philip Perry’s attempts to make him stronger by adding gorilla DNA severely damaged his brain, leaving him only slightly more intelligent than a horse. His feelings are always extreme: insane rage, ravenous hunger, terrible fear. He understands simple commands and obeys Dr. Perry and Jack Thorne only because they can cause him pain at any time through the shock collar around his neck.

If he encounters a stranger, he will attack unless ordered not to by Perry or Thorne. If injured he will either attack in rage or flee in terror, GM’s choice.

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