Kangorilla: Init +5; Atk claw +4 melee (1d12 plus grapple) or kick +3 melee (1d16) or hurled stone + 3 missile fire (2d10; range 200'); AC 13; HD 4d10; MV 100', jump 50'; Act 1d20; SP grapple; SV Fort +5, Ref +5, Will +1; Crit M/d10.
The Kangorilla is a land-based beast with the upper torso, limbs, and head of one of the great apes with the powerful legs and pouch of the kangaroos from "down under". The Kangorilla is typically encountered in open plains or wide-open spaces where it has plenty of room to leap incredible distances. The giant beast stands nearly 15 feet tall, with some reaching a height of 20 feet.
The Kangorilla is a carnivorous creature that will not hesitate to attack weaker prey. If it spies a target from a distance, it will first hurl a few boulders in their direction to "soften them up". It will then launch itself into the air on its powerful hind legs, landing next to its prey to attack. The Kangorilla can lean back on its tail and kick out with its legs, pummeling the target for 1d16 damage. Once it feels its prey is weakened, it will attack with its claw and, if successful, will try to grapple its prey. If successful, the Kangorilla will stuff its prey into its pouch, then leap away it its lair. Anyone within the creature's pouch can try to attack from "within" with a -1d penalty due to the jostling. The target will also take an additional 1d4 damage each time the beast lands and launches again during its trip back to its lair where it will feed. (The prey rarely survives the trip back.)
NOTE: This creature was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!
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