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From Pathfinder Society Scenario #7-02: Shipyard Sabotage, which isn't enabled.

Pirate Gorilla

CREATURE 2

Variant gorilla

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.


Perception +8; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +7, Athletics +9, Stealth +5
Str +4, Dex +2, Con +3, Int -4, Wis +1, Cha -2

AC 16; Fort +10, Ref +7, Will +4
HP 30

Speed 30 feet, climb 30 feet
Melee Fist +9 (agile, reach 10, unarmed), Damage 2d6+2 bludgeoning
Melee Jaws +9 (unarmed), Damage 1d8+2 piercing
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 (auditory, emotion, fear, mental)

The gorilla beats its chest in a terrifying display. Creatures within 30 feet 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.

Pathfinder Society Scenario #7-02: Shipyard SabotageORC