Guardian Ape (5e Creature)

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Guardian Ape

Large monstrosity, neutral


Armor Class 14 (natural armour)
Hit Points 85 (9d10 + 36)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 11 (+0)

Saving Throws Str +6
Skills Athletics +6, Perception +4
Senses passive Perception 14
Languages understands Common, but can't speak
Challenge 3 (700 XP)


Charge. If the ape moves at least 20 feet straight toward a target and then hits it with a greatclub attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

ACTIONS

Multiattack. The ape makes two attacks.

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage.


According to ancient texts, guardian apes were once ordinary apes before they were altered by magic to serve a powerful empire. When the empire collapsed, the guardian apes escaped into the forest and now gather in massive groups around the ruins of once-magnificent cities. They build simple clubs and bows that they use to hunt and in battle against foolhardy treasure hunters that would claim the riches of the ancient empire as their own.


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