Laser Ape (5e Creature)
Laser Ape[edit]
Large monstrosity, chaotic evil Armor Class 15 (natural armor)
Saving Throws Dex +5, Cha +2 False Appearance. The laser ape is indistinguishable from a normal, albeit unusually large ape until it attacks. Grappler. The ape has advantage on attack rolls against any creature grappled by it. ACTIONSMultiattack. The ape can use its Frightful Presence. It then makes two fist attacks. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Rock. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Frightful Presence. Each creature of the ape's choice that is within 120 feet of the ape and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ape's Frightful Presence for the next 24 hours. Laser Eyes (Recharge 5-6). The ape blasts a pair of incinerating beams in a 90-foot line. Each creature in that line must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 19 (3d12) fire damage and is paralyzed until the end of its next turn. On a successful save, a creature takes half as much damage and isn't paralyzed.
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Found only in the darkest, dankest of jungles, the laser ape is a mysterious and ferocious apex predator. It often leads a tribe of smaller, common apes. |
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