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Primeape
Small humanoid, any alignment
Armor Class 18 (natural armor)
Hit Points 165 (22d6 + 88)
Speed 30 ft.
Skills Athletics +7, Intimidation +1
Senses darkvision 60 ft., passive Perception 10
Languages Terran, understands Common but can't speak
Challenge 6 (2,300 XP)
Vital Spirit. The primeape can't be put to sleep against its will.
Anger Point. At the start of its turn, the primeape can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Defiant. When the primeape misses with an attack, the next attack it makes deals an additional 7 (2d6) damage.
Outrage (Recharges after a Short or Long Rest). As a bonus action, the primeape can enter a rage at the start of its turn. The rage lasts for 1 minute or until the primeape is incapacitated. While raging, the primeape gains the following benefits:
- The primeape has advantage on Strength checks and Strength saving throws
- When it makes a melee weapon attack, the primeape gains a +4 bonus to the damage roll (included in the attack).
- The primeape has resistance to bludgeoning, piercing, and slashing damage.
ACTIONS
Multiattack. The primeape makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, or 17 (2d8 + 8) bludgeoning damage while raging.
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