Well he’s finally here, statted up for you! If you play this game, you can play him, too! Get your dice together, grab your battle mat, so you can use these monkey stats. HUH!
Ahem. Hey, I statted up Donkey Kong for Pathfinder Second Edition so let’s have a look at that!
Donkey Kong Creature 6
N, Large, Beast
Perception +14
Languages Common (can’t speak any language)
Skills Acrobatics +13, Athletics+18
Str +7, Dex +1, Con +4, Int –2, Wis +0, Cha +3
AC 21; Fort +18, Ref +14, Will +11
HP 120
Speed 30 feet, climb 30 ft.
Melee [one-action] fist +19 (agile, reach 10 feet), Damage 2d12+10 bludgeoning plus Grab
Constrict [one-action] 1d12+10 bludgeoning, DC 21
Giant Punch [three-actions] Donkey Kong can deliver a massive punch against a creature within his reach. He makes a fist Strike against a target within reach. On a hit, he deals 4d12+15 bludgeoning damage instead of the normal damage. The target must attempt a DC 21 Fortitude save.
Critical Success No further effect.
Success The target is pushed back 5 feet.
Failure The target is pushed back 10 feet.
Critical Failure The target is pushed back 15 feet and knocked prone.
Hand Slap [three-actions] Donkey Kong slaps the ground and causes quakes in the area around him. Donkey Kong deals 4d6 bludgeoning damage to all creatures within 10 feet of him and each creature must attempt a DC 21 Reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is knocked prone.
Critical Failure The creature takes double damage and is knocked prone.
Powerful Lift [one-action] Requirements Donkey Kong has a creature grabbed or restrained. Effect Donkey Kong Strides and moves the grabbed creature with him, keeping the grabbed creature within his reach after this movement. This follows the forced movement rules.
Donkey Kong is an intelligent ape from an island that shares his name, Donkey Kong Island. Donkey Kong, or DK as he’s sometimes known, is usually a laid back creature content to relax on his island with his friends and families. However, if he, his friends, or his possessions are ever threatened, DK uses his might to go after his foes, even if it requires him to travel across the land. Drawing the ire of DK is never recommended. In combat, DK is known to toss his enemies aside with his great strength or, sometimes, use his powerful punches to send his enemies flying. When he’s not napping or chasing after his foes, Donkey Kong partakes in parties, plays sports, or even has friendly tussles with his friends.
That’s it for this week! If you end up introducing DK into your game or you have any request for a future Monstrous Physique, please drop me a line at KnowDirection@hotmail.com.