Ape, Gorilla (Awakened) Class

Large, deep-set eyes peer from beneath this great ape’s thick brow as it lumbers forward on its legs and knuckles.

An adult male ape is 8 feet tall and can weigh as much as 400 pounds. Gorillas typically make a large show of force before actually attacking, thumping their chests with their palms, stamping their feet, and roaring loudly. An awakened animal becomes a magical beast (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount. An awakened animal can speak one language.

Alignment: Any

Hit Die: d8.

Class Skills

The gorilla’s class skills are Acrobatics (Dex), Climb (Str), Perception (Wis), Stealth (Dex), Swim (Str); Racial Modifiers: +2 Acrobatics, +8 Climb.

Skill Ranks per Level: 2 + Int modifier.

Table: Gorilla

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Feat, +2 Str, +2 Dex, 2 slams (1d4), Med Size, +1 Natural Armor
2nd +2 +3 +3 +0 +2 Con, scent
3rd +3 +3 +3 +1 Feat, +1 Natural Armor
4th +4 +4 +4 +1 +2 Con
5th +5 +4 +4 +1 Feat, +2 Str, +2 Dex, 2 slams (1d6), Large Size Space/Reach 10’, +1 Natural Armor

Class Features

All of the following are class features of the Gorilla

Weapon and Armor Proficiency

A Gorilla has proficiency with its natural weapons, but not with armor or shields.

Senses: darkvision 60 ft., low-light vision, scent

Speed: 30 ft.

Scent (Ex)

This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

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