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Gorilla Grodd

By DC Comics - [1], Fair use, https://en.wikipedia.org/w/index.php?curid=61817186 Gorilla Grodd
By DC Comics – [1], Fair use, https://en.wikipedia.org/w/index.php?curid=61817186

Gorilla Grodd is a fictional supervillain appearing in comic books and other media published by DC Comics, primarily as an enemy of The Flash. The character was created by John Broome and Carmine Infantino, and first appeared in The Flash #106 (May 1959). He is an evil, super-intelligent gorilla who gained mental powers after being exposed to a strange meteorite’s radiation.

Grodd makes his live appearance as a recurring character in CGI on the television series The Flash voiced by David Sobolov. He also appeared on the third season of Legends of Tomorrow.

Originally Posted by Kain Darkwind of the Dicefreaks forums.

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Gorilla Grodd
Large magical beast
Wounds32 WP, 332 VP (19d10+228)
Initiative+8
Speed40 ft., Climb 40 ft.
AC20 (+4 Dexterity, +4 insight, +3 natural, -1 size) touch 17, flat footed 13
Base Attack/Grapple+19/+37
AttackSlam +29 melee (1d10 + 15)
Full Attack2 slams +29 melee (1d10 + 14) and bite +24 melee (2d6 + 9)
Space/Reach10 ft. /10 ft.
Special AttacksPsionics, rend
Special QualitiesLow light vision, Scent, super strength level 2, telepathy 1000 ft.
SavesFort +22, Ref +17, Will +17
AbilitiesStrength 33, Dexterity 18, Constitution 32, Intelligence 24, Wisdom 18, Charisma 25
SkillsBluff +29, Climb +41, Diplomacy +11, Intimidate +31, Jump +25, Knowledge (technology) +29, Move Silently +26, Listen +22, Psicraft +31, Sense Motive +24, Spot +22
FeatsAbility Focus (Psionics), Combat Reflexes, Improved Initiative, Iron Will, lightning reflexes, Power Attack, Psychic Focus (telepathy)
Climate/TerrainGorilla City, Africa
OrganizationSolitary (unique) or with 4d10 Awakened ape soliders.
Challenge Rating20
TreasureNone
AlignmentNeutral Evil

Psionics (Ps): At will as a standard action, Gorilla Grodd may accomplish any of the following.

Dispel Psionics: Gorilla Grodd may make an opposed manifestor level check against the manifestor of an ongoing power. If successful, the effect ends. If unsuccessful, Grodd is stunned for 1d10 rounds.

Dominate: Range – 300 feet, target – up to 10 creatures, Will DC 30 negates. Creatures failing their Will save are under Grodd’s control for 19 days. Grodd can dominate up to 190 separate creatures in this manner.

Fear: Range 50 feet; target 5 creatures; Will DC 30 negates. Creatures failing their Will save are immediately panicked. Creatures failing their save by 10 or more points are paralyzed and helpless with fear. This condition lasts for as long as Gorilla Grodd concentrates, and for 1d4 rounds after. A Will save is allowed every round Grodd is concentrating on the effect.

Mental Crush: Range 50 feet; target 1 creature; Will DC 30 negates. Creatures failing their Will save suffer 1d4 points of ability damage to all of their mental abilities, as well as a -4 penalty to their Will saves. The penalty lasts until the ability damage is restored.

Psychic stab: Range – 300 feet; target – up to 10 creatures; damage 9d6 force (lethal or nonlethal)

Telekinesis: Range 300 feet

  • Force: Gorilla Grodd may manipulate up to 2000 pounds of objects using his telekinesis.
  • Manuever: Grodd may bull rush, disarm, grapple or trip using his telekinesis. Attack bonus is +26, ability check bonus is +13.
  • Thrust: Creatures failing a Will save (DC 30) are flung 200 feet away. 20 creatures or objects can be targeted, if all are within 10 feet of another.

Objects weighing up to 2000 pounds can be flung, requiring a ranged attack roll (+26) to hit.

Telepathy: Gorilla Grodd detects the presence of intelligent minds within 100 feet automatically. He can detect the surface thoughts of all such creatures with a swift action (Will DC 30 negates) and the deep thoughts of any single creature with a full round action (Will DC 30 negates).

Grodd can also shield himself from telepathic assaults as an immediate action, gaining a +10 bonus on saving throws against mind-affecting effects. While he is shielding himself, all offensive psionic attacks have their DC reduced to 15 and their effective manifester level reduced to 9.

Grodd may communicate with any intelligent creature within 1000 ft. A successful opposed Charisma check against Grodd can cut this communication off and dazes Grodd for 1d4 rounds. Grodd can attempt to use his dominate, fear, mental crush, or detect surface/deep thoughts abilities through his telepathy, however the DC is 15 and the manifester level is 9.

Rend: If Grodd hits with both slam attacks in a round, he latches on and tears the flesh, dealing an additional 2d10+30 points of damage.

Super Strength Level 2: The following benefits are provided from super strength level 2.

  • +4 melee damage.
  • +2 bonus on grapple/bullrush checks.
  • x4 lifting capacity.
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