Greatape
No. Enc.: 1d6 (1d10)
Alignment: Neutral
Movement: 90' (30')
Armor Class: 5
Hit Dice: 7
Attacks: 3 (2 fists, 1 bite)
Damage: 1d6 / 1d6 / 1d8
Save: L4
Morale: 9
Hoard Class: None
XP: 800
Sightless, slimy, and sickening, the greatapes are primate-like, man-sized hermaphrodites that congregate in jungles, swamps, ruined sewers, and cesspits. Their hooting vocalizations carry for miles.
Greatapes attack with bludgeoning "fists" and slurping maws. With a successful bite attack, a greatape latches onto its victim, doing an automatic 1d10 blood-draining damage per round; a feeding specimen can still lash out for melee attacks. Bite victims must make a Saving Throw Versus Poison or risk being flooded with eggs. Greatape infections cause 1d12 damage per week as the host is ravaged from within, and upon death, 1d4 3 HD "tapelings" burst from the corpse. Filter-doses [see p. 125 of the Mutant Future Core Rules] and select tribal remedies clear an infestation.
Due to their rubbery bodies, greatapes take only half damage from blunt weapons, and their slick coatings make them completely immune to fire-based attacks.
Some suggest that greatapes are the next phase of evolution of the prowlasite....
Mutations: Echolocation, Reflective Epidermis (Heat), Sensory Deficiency (Blindness) [D]