Guardian Ape, Sekiro Variant (5e Creature)
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Huge beast, neutral
Saving Throws Str +10, Con +10
Adept Climber. The ape has advantage on all ability checks and saving throws made to climb, keep its balance or hang onto things.
Multiattack. The ape makes two attacks with its claws. It can make one grapple attempt (escape DC 15) in place of one attack with its claws.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft, one target. Hit: 12 (2d6 + 5) slashing damage.
Fling. One Medium or smaller object held or creature grappled by the ape is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Fling Poo (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range 60/90 ft., one target. Hit: 19 (3d10 + 3) bludgeoning damage. Each creature within 10 feet of the target (including the target) must succeed on a Constitution saving throw or take 33 (6d10) poison damage and become poisoned until the end of its next turn.
The Ape can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Ape regains spent legendary actions at the start of its turn.
Move. The ape moves up to its speed without provoking opportunity attacks.
These apes inhabit secluded valleys or mountains, often preferring areas with high concentrations of mist and flowers.
Mating Rituals. Males of this species of giant ape will tend to special flowers that find so as to use the scent of it to attract a mate. These apes will also guard their dens with their lives, protecting both their flower and their loved ones.